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Deprecated the calculated tick style (for now)
first revision (messy as but)
Improved collision (still messy)
A number of collision improvements ...

+ Added getTopAt to Part, used in WalkingEntity, implemented in overriden subclasses
+ Added RampL and RampR path collision
+ Level path collision now sorts results by their assumed 'time' of collision (distance from start point)

TODO:
* Add the one-way platform
* Sort all collisions, from all points, by their times, then iterate on that
* Re-enable the TestEnemy and the CloudWeapon
* Clean up old code
Improvement to collision (checks all by time now)

+ Added collision 'types'
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weapon basics + deceleration
re-added alternate mid-air acceleration
li'l cleaning
li'l cleaning re: removing entities
Merge branch 'rem-calculated'
Added entity collision + better entity add/remove
Fixed collision for bullets
minor: modified entity.toString to give memory address too
Added ICollidable, and implemented
Tonnes of additions, got bullets' damage working

+ All new radial collision check!
+ Bullet impact/explosion/damage architecture
+ Entities now return correct hit data coordinates
+ WalkingEntity air and surface modes added
+ TestEnemy speed fixes to 250 while on the ground