minor cleansing. slopes currently don't work well when steep with EdgeCollider2D's but they work fine with BoxCollider2Ds
accidentally made slopeLimit private
don't count climbing slopes as a side collision!
death to whitespace
added note about collider horizontal offer to the ReadMe
Removing unused parameters from primeRaycastOrigins
Removing unused parameter from method move
Merge pull request #8 from jamiltron/master

Removing unused variables in controller.
only calculate velocity if we have a non-zero deltaTime
switch to world space when moving so the GameObject can be rotated any way you want
minor hack for dealing with slopes that removes residual velocity that we artificially add to climb the slope
don't serialize stuff we don't need later!
take skinWidth into account when going down a slope
conserver the tag when creating the trigger helper
added wasGroundedLastFrame to collision flags
fix for moving up sloped one way platforms
added warpToGrounded method
set trigger position at creation time
Merge branch 'master' of https://github.com/prime31/CharacterController2D

Conflicts:
	Assets/CharacterController2D/Demo/Non-Physics-Based/NonPhysicsControllerTester.unity
Fixes #22
Don't modify deltaMovement by skinWidth when dealing with slopes since we have not used skinWidth at this point
Slope ascension was causing character to hover slightly

When ascending a slope sometimes you hover slightly above the ground,
and then when you stop moving you fall back down to the correct height.
This was caused by calculating the Y adjustment by total distance
traveled, instead of distance traveled while actually on the slope
itself.

This fix provides handleHorizontalSlope() with distanceToSlope, and only
calculates deltaMovement.y based on deltaMovement.x - distanceToSlope.
This excludes the approach to the slope on flat ground from the final
ascension value.

Also removed isGoingRight parameter since it is no longer used due to a
previous bug fix.
formatting
changed slope limit