Currently it just switches up by one hero.
To change, I had to change the set_status rpc protocol to include
rotation (that way switching heroes isn't jarring); so they're combined
here.
Changing the weight of the objective fixes the weird destroy-the-player
physics.
Also, count how long the objective has been tilted to the right or left,
and put counters there. Slow the game down and display who won when the
count exceeds 100% on either side. Like in overwatch, but with tilting.
While on wall, if you press jump, you leap up and away from the wall
If you do so immediately after leaving the wall (<tolerance=.150s), it
still works
This is the real initial commit with all the code I have until now.
Networking: A server and 2 clients connect and then control their
players. This is still buggy. For example, every client controls the
/same/ player.
FPS controls: WSAD, Jump, and Look with mouse are all implemented (Taken
from Caliou's demo). This includes collisions.