Today I'm working on creating the collision world from map zones instead from the objects themselves. Why? Well, it turns out that bullet physics is not very good at handling collision boxes as a means of "ground". Every time my actor moves across a floor composed of different sized boxes it goes "bump" over each box edge (the edges on the left picture). This has become very annoying so I thought I would minimize the number of boxes by having the collision world separate from the graphics (right picture). This causes some unnecessary zone editing in the editor but it will be worth it if I can minimize these small bumps. I was hoping not to have to do this but it seems necessary due to limitations in bullet physics. I asked about the problem over at the bullet physics forums but to no avail.
Some good news; the shadow problems in the previous post has been taken care of.