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!
Merge pull request #44 from ramsesoriginal/sound

Added test background music
Upgraded to Unity 4.1.4f
Added test background music

Just some static background music, started working towards #17
Upgraded to Unity 4.1.4f
Added direcitonal view and first decoration

Added a decoration shoing the way the player is headed to the GUD, as
well as a second decoration (roughly based on speed)
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
Started implementing Dummy GUI

for weight, direction etc. But It's all disabled.
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!