player.ground_slope_input = (PI / 2) - player.velocity.angle_to(player.floor_normal)
var new_velocity = player.velocity.move_toward(
movement_vector * (speed + player.ground_slope_input * speed),
player.ground_slope_input = (PI / 2) - player.velocity.angle_to(player.floor_normal)
var new_velocity = player.velocity.move_toward(
movement_vector * (speed + player.ground_slope_input * speed),