adding default position/radius for circle physics types in load-physics-objects
removing CLozure-specific error condition handler in physics collision handlers...wasnt doing anything anyway, main error catch should handle it just fine.
realized that ccl::invalid-memory-access condition is not covered under "error" so switched the error handler for the physics collision callbacks to be "condition" instead. kind of retarded, but w/e, should work
theickening default terrain line segments (again)
fixing +/- for zoom in demo input
making pill physics shape fit its display body a bit better
DUUUUHHH was getting lots of weird shit happening on moving platform because the box class was hijacking it... thatll teach me to copy class files from one object to another without clearing it out afterwards
no need to set vel on platform each step, just set once and update position after that. much smoother.
updating game object to have hash table that holds all currently loaded/available dynamic objects. implemented a check in create-object that checks if an object is available before trying to load the class file (when adding large numbers of objects at a time, it can be expensive to try and reload the class file EACH TIME an object is created which is what was happening). now the class loads once (when the first object is added) and thats that.
removing TODO about arbiters...arbiter data is updated between each step: begin, pre, post, separate...so it doesnt make sense to populate an arbiter just once and then use it for each callback, since the values in the underlying C object might change anyway. best to just create a new arbiter wrapper on each callback (which is what we were doing all along and shall continue to do). havent noticed a performance hit AT ALL for doing this anyway.