Imported collision-dispatching2 package
Progress with top-down movement, movement on slopes

math is hard… :(
Unity… blurg
More progress with movement on slopes

- Since we're able to move in both X and Y directions, we must use both the X and Y coords to determine the adjusted velocity vector for movement along slopes.
- In order to do that, we can't do collision checks in only one direction (X or Y only); we'll have to cast rays in the direction of movement. This means, we'll probably have to stick to a ray sweep for determining collisions.
- Using vector addition/subtraction, we can determine the resultant velocity vector for our character's movement. The normalized fromDirection vector + the normal (normal of the surface we've collided with) provides the resultant vector which is at a right angle to the normal. This vector is scalar and represents our character's actual velocity (It helps to draw a few pictures).
- The remaining issue is the jitteriness of the character as we move into sloped surfaces or at an angle on a horizontal/vertical surface. This issue might be caused by inaccurate/imprecise ray casts when testing for collisions.
Working code for movement along slopes
- math is fun :)
Added raysweeping for collision detection
- now we can walk through walls if walking at an angle
More progress with collision detection and slopes
Tweak for collisions with near vertical/horizontal surfaces
Progress on collision jitters
- works for head on collisions with vertical/horizontal walls/floor
- not so great for moving against a wall or floor at an angle
Consolidate ray sweeping functions

Also, add the skin thickness to the length of ray
Revert 'Progress on collision jitters'

We will be using a different approach.
Added MoveableObject and refactored movement logic

The logic for handling movement has been removed from
AbstractCharacterController
and added to a new MoveableObject class.  Remaining work includes
refactoring the
collision handler classes to allow certain moveable objects to slide
(change direction)
when a collision occurs.
Now I know how Neil Armstrong felt when he stepped out of the lunar module