Changelog:
- Zero out acceleration when colliding with solid tile or strong entities
- This is to prevent continuous overlap after a single collision
horizontally, similar to the gravity handling
Changelog:
- Check for collision before moving
- Refactor out collision check and move function
- Remove anchor check when shifting bbox as it is unneccesary
- Collision checking will check for tiles and entities
Changelog:
- Check for collision before shifting bbox
- This fix the odd bbox shifting when exiting water
- Hack a way to force crouch when exiting water
Changelog:
- Jump is not recovered when exiting water on ground. Fix by doing a
ground check to recover a jump when exiting water
- Disable crouching when not on ground
- Slightly refactor crouch handling
Changelog:
- Fix edge case where jumps are not recovered consistently when
exitting out of water and immediately landing
- Fix friction not applied to crates (and other entities)