DamageImpact and Impulse energy fix

This moves to a more physically correct computation of damage and impulse created on collision of 2 objects, based on the formula of the partly elastic impulse.

Before this, bullets colliding with a heavy object got way too much damage, for example.
can you explain the *(freedEnergy/2) part? I assume you divide by 2 to distribute the freedEnergy evenly between the two colliders, but shouldn't this be relative to mass and speed of the colliding objects in respect to each other?