Started off our Bullet integration by setting up colliders to create and manage bullet collision shapes
updated the boxcollider, made sure colliders clean up their shapes from now on
Added sphere collider
missed a bunch of bugs earlier, this is why we compile before committing
Have rigidbody registering itself with physics
Setting up physics to construct all bullet related data on registration of a rigidbody
Registering rigidbodies along with calculating their collision shapes (currently no parenting is allowed)

Added a conversion to and from buffin'sTransform and bullet's
Updating the transform on both the buffin and bullet side
Removed a magic number
Changed up the way Get and Create Bullet Shape are used
Merge remote-tracking branch 'origin/Lucas' into Craig