Lobby Loads Clients into Next Level

Finally it works! And yet, now that it does, the graphics looks
absolutely horrible. I've probably got to change the camera settings
back, and work on networked movement prediction next.
Revert "Lobby Loads Clients into Next Level"

This reverts commit 157efe1f99a2b9c76ad0e2693754c39bb8d24980.
Recommit Lobby Changes

The graphical issues before were due to some kind of change to the
textures and or project settings, I have reverted those changes and
brought back only the code changes that made the whole thing work.
Networked Background Sound

Hopefully this will allow server control of the sound. We'll give the
clients control over this later.
Added Volume Control GUI

I found a little javascript that I converted to C#, which allows you to
control an audio source's volume (and possibly other things) with a
slider. I set the slider up to show its volume on a 1-100 scale.

In addition, I disabled a few things on the server side which should
reduce the amount of graphics processing on the server and make
calculations less of an issue.

Finally, I made it so that the player views good graphics on the scene.
It was a camera setting. Apparently if forward rendering is not enabled
(at least) then it has really bad resolution (it has to be enabled on
the active camera in the scene).
Initial Code Style Changes

I have started working on the transition from "gigantic player
controller" to "individual controller classes" which will make working
with the single player mode significantly easier. I tested it and it
works as well.

In addition, I started adding in some code that will let us do
client-side movement prediction, but nothing is functional yet, I found
that we would want all of the code style changes made first.

I also reorganized the folder format, which will make finding things a
little less confusing hopefully.
Movement and TurretRotation Changes

I finished assuring that movement and tank turret rotation would work
with the new model. I also got rid of the old movement, turret rotation,
and shooting scripts, because they are going to be replaced with the new
controllers. These will support both the RPC method of control and
client-side method of control.
Fixed Tank Rotation about Z-Axis

Previously in weird situations it was possible to get the tank to rotate
about the z-axis. This meant that it was no longer hovering properly and
also could not aim its turret or gun barrel. This has now been fixed.
Mortar and Machine Gun Changes

I added new scripts for the shooting controls which we should be able to
use and the same modifications for those scripts on the server player
controller.

I was attempting to break them down into more methods like I did for the
movement and turret rotation scripts, but actually there are only two
code paths for each anyway, so I couldn't find any way to simplify
either of them at a glance. This might change later.
Merge remote-tracking branch 'origin/Ian'