Merge pull request #38 from ramsesoriginal/inputcontroller

Inputcontroller
Gameplay logic: The defenders were overrun!

Now possible:
- place spawn points for defenders / attackers
- place flag spawn points / capture points
- pick up the flag and carry it to a capture point
- define assault objectives and link them
- win the game!
Added test background music

Just some static background music, started working towards #17
Merge pull request #44 from ramsesoriginal/sound

Added test background music
Upgraded to Unity 4.1.4f
Main Menu

- Host game
- Join game
- Quit game
- Disconnect
- Settings (only player name for now)
The client loads the correct level when connecting.
Merge remote-tracking branch 'origin/master' into out-of-game-gui
j
Refactored input

Now the input is not directly linked to the player, but the
playercontrolelr initializes the Input through a InputManager. The
InputManger can handle remote and local input, and is the only public
interface for controllign a player. This also closes #40
Merge branch 'master' into inputcontroller

Conflicts:
	Assets/Scenes/TestScenes/CharacterControllerTest.unity

Resolved conflic on merging with master
Merge remote-tracking branch 'origin/master' into out-of-game-gui
Merge branch 'master' into flags-and-bases

Conflicts:
	Assets/Scenes/TestScenes/CharacterControllerTest.unity
	Assets/Scripts/GameScripts/Gameplay/Actors/CharacterControlScript.cs
	Assets/Scripts/GenericScripts/IO/InputController.cs
Merge remote-tracking branch 'origin/master' into out-of-game-gui
OnDrawGizmosSelected for GameLogic elements

Better visibility of selected stuff, e.g. when selecting an assault
objective
TestLevel1

Complete with 2 assault objectives and weapons
Merge pull request #47 from ramsesoriginal/out-of-game-gui

Out of game gui
Fixed input ... hopefully for good!

Thiose two damn binary files just seem to elude every single attempt to
get them under control!