More bug fixing in the wake of the switch to more integer-based math for platforming. Internally actor coordinates are switching from pixel-based math, with decimals handling sub-pixel movement, to 16 subdots per pixel. This means tracking down a few places where values are translated between pixel-level representations and cell-level.
The next thing I'm working is making platforming as bulletproof as possible. Sorry if it seems like it's going slow, I am but one person. It is happening though.