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