Targets already in the air should not be knocked back. Fix image loading dependencies internally within the engine so they work even during unit testing. Rearrange some item initializing functions to occur after the GFX map is reset so all graphics are loaded properly. Release Build 9835.
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.