broken branch/commit: adding terciary objects to levels. they arent part of the terrain (objects.svg) but instead will load as separate classes in the game directory and be more dynamic: a plant that moves when the player touches it, a moving platform, etc.
exporting object path, thickening terrain segments
generifying object loading. originally was actor loading, now actors are "dynamic objects" and are loaded using the dynamic object loading function. this should greatly simplify some things. this also opens the door to start allowing new object types in levels (moving platforms, bridges, plants, etc): these are dynamic objects.
updating demo to use new changes in object system. ALSO, made the camera rendering a LOT smoother by changing around the way the sync-actor-to-window-whatever is structured and how it gets/sets its data. really looks a lot smoother now.
generified object loading even more: moved the somewhat generic load-physics-body (for actors) into the dynamic-object codebase (and converted actor->object). since actors EXTEND dynamic-objects, the change is backwards compatible, but also gives dynamic objects the same ability to define their shapes/physics objects as actors did (and still do). wicked.
dynamic object changes

- added :box type to physics objects for dynamic object's
  load-physics-objects default method.
- consolidated level objects into (level-objects level). there is no
  more concept of level actors. all level objects are stored in that one
  list. this also means some queries had to be changed, specifically in
  init-level-physics-objects (now manually selecting level-object
  objects instead of come-one-come-all).
- ignoring ALL collisions in event debug output. was too noisy/slow.
- no longer updating actor state in world's step-game-world fn. this is
  for the game itself to do, not the engine (and apparently the demo
  isnt even using this code newayz)

there are probably a few more changes, but that's the brunt of it

add a new dynamic object (platform) to the demo's tree level. looks
stupid right now, but deomstrates the ability to add dynamic objects!
yay! next step is to get the platform to move when user is on it, mario
style.
code cleanup, moving unused update-actor-state function to demo (where it belongs) and removing the commented code from world.
stylized platform object, and as a result had to add a :draw-offset option to object meta such that the drawing can be offset from the physics position (normally you could just position the physics shape where you want it on the body, but for box shapes it MUST be centered. the alternative is to implement poly shapes, but draw-offset is useful as well.
got moving platform to move. i think player is slipping because feet are a circle. need to fix.
built (and exported) create-object function. allows creation of a dynamic object in-level armed with just that objects meta
fixing bug where physics collision callbacks were returning NIL instead of true/false on an error (which was itself causing an error)
making note of chipmunk 6.1.3 (since we now get segment collisions, and also making note of needing -DCHIPMUNK_FFI in compile options for chipmunk since this shit wont work without some of the FFI bindings
implementing segment shapes in dynamic objects. required chipmunk 6.1.3. pill actor broken in demo because of unknown reasons (barely moves, wont jump). need to inbreastigate
fixing some debug/log messages
playing around with tweaking segment thickness
exporting level-object
when fireing a collision event in reverse, also reversing arbiter normals
moving platform now uses velocity manually to simulate movement. works nicely, although getting a few jitters because 32bit CCL only supports 1000 for internal-time-units-per-second, limiting the effective steps that can be done between platform movements. shit. also updated pill to use events to test if its on the ground instead of running queries. works really well, simplifies code a ton
all around fixes an tweaks to demo objects (mainly pill/platform). velocity is now properly set for platform and pills rotary spring is a bit less craaazy (lowered damping a bit)
more demo tweaks: bindings are now above all functions/methods. seems like a good organization practice. jumping now disables the ability to jump for at least .5 seconds. works really well to keep accidental double-jumps down