Added basic outlines fpr GUD

Added the first steps to have a GUD
Gui starts looking like a gui!
Updated .gitignore

Now ignores also *.userprefs and *.pidb
ItemType, WeaponType

basic classes and test prefabs
Inventory: Pickup/Drop/Fire Weapons

Lots of stuff that turned out quite ugly.
But now we can pick up items, drop them again, and even fire some
bullets!
Vastly improved the look of the GUD

after a bit of mangling, the look of the GUD has been vastly improved.
Additionally, simple scripts to control the fill of the bars have been
added.
Merge branch 'master' of https://github.com/ramsesoriginal/PIYAUG into GUI
ItemType now has configurable pickup graphics

Small changes to code to allow for an ItemType to specify the prefab to
be shown for a pickup. Pickups create this prefab in the Start method
and adds it as child of itself.
Projectile using Physics.RayCast

Projectiles now use raycasts to detect hits.
Also added some more configurable parameters to WeaponType.
WeaponPickupSpawn : PickupSpawn

Now we can drag a WeaponPickupSpawn into the world, set some parameters
(spawn times, weapon type and ammo) and it automatically spawns
WeaponPickups.
Also, Pickups can now spin!
ItemType.delayAfterSelect

After selecting an item in the Inventory, it takes a configurable amount
of time until the item becomes usable.
AddComponentMenu for scripts related to items
Smaller update

Just small update to the scene
Meta-File

Meta-file added.
Merge remote-tracking branch 'origin/inputcontroller' into charactercontroller
Strafing!

Strafing, both when standing and when running!
Idle and backwards improvements

Rottion and strafing during idle and backwards, plus jumping from idle.
Pre-Merge commit

Just fixing up paths..
Started implementing life

Just very simple implementation for debug purposes
New animations

New animations should work now..