added really basic collision detection for walls, you can still tunnel if you try
capsule collision shape for wall clipping
Alternative collision detection scheme that also doesn't work
``improved'' collision detection
added simple incarnators, goodys
The collisions work pretty good but bounce the player back too far on low frame rates. Also I think the walker collision shape goes down too far to the ground because this algorithm will occasionally do things like bounce the player up when moving from one block to another on low frame rates
I realized this fixes the frame rate issue. This strategy just moves the hector away from the wall it is intersecting by a very small amount and retests until it is not touching anything. I would rather calculate exactly how far to move the hector and do it on the first try, but this works for now.
fixed jumping
merged pov's collision updates
Now moving the hit shape up near the head. Also, the sweep test now uses position after gravity which prevents an infinite loop.
merge new collision code
merge new collision code
The adjustment distance is now calculated based on how far the hector has moved in this frame. I think this should never move the hector back further than it started so it shouldn't ever be jerky
Using hit fraction to calculate correct place to move player to works really well for some reason
Merge https://github.com/jonathanvoss/pavara
fixed goody collision with new collison detection
remove debug print statement
Merge pull request #10 from assertivist/master

Pulling mr assertivist's goody and incarnator code.
Added new map, and merged from @jonathanvoss

Port of Stratocaster from Emotion, unfinished. Possibly needs some
cosmetic touch-ups to make it more in line with the original, and I
need to add goodies, alcove teleporters, and incarnators at the correct
positions. I'll also probably wind up renaming the level and changing
the description text, like I did with Bodhi. Committing now to
highlight performance issues.