Staring Work on MortarStrikes #49
Scripts have been written. Don't know if they work though as I didn't have time to setup a test scene. Will test later.
work for #49.
mortar strikes are now working mostly correct.
some things need a little reworking for easier use with the unity inspector.
also, they don't deal damage yet.
we'll need an explosion too.
Merge remote-tracking branch 'origin/master' into minion_stuff
work for #49.
Mortars now deal damage to the player.
Additionally, changes have been made to make the mortar strike easier to tweak in the inspector.

TO DO:
The mortars need a damage drop off depending on how close the player is. Right now it's just a single radius with no dropoff.
Polish effects - explosions, etc
I put in some background music so Andre can put music into the video
work for #49. Added a damage dropoff to the mortars according to the distance you are from the mortar when it hits the ground.
TO DO: make the mortars always rotate forward
Basic Nav Mesh Following
work on #86
- The basic follow minion now uses nav meshes, and the Basic Boss level is now setup to use a nav mesh.
Removed Boss Spawner
work on #86
- Removed the spawner on the boss to simplify the process of spawning minions.
- Fixed the bug that was causing jerky minion movement.
Turbo State Navigation
work on #86
- The Spider Tank's turbo state now uses NavigateTowardsTarget rather than MoveTowardsTarget.
Put Spawner Back on Boss
work on #86
- Puts the spawner back on the boss (since that makes much more sense).
- Fixes the bug that was causing the player's laser canon not to work.
Merge pull request #87 from ModSquadWorkshop/nav_mesh

Nav Mesh Integration
Merge branch 'master' into minion_stuff
Clean Up Mesh Imports
- Moves meshes from Assets/Prefabs/ over to Assets/Meshes.
- Fixes duplicated material imports.
- Re-serializes a number of assets with the new unity version to keep unity from complaining.
Merge branch 'minion_stuff'
Spider Tank Healing Shield
work on #88
- Now the boss sits down and puts up a shield to heal rather than leaving the arena.
Walk To Fixed Shield Location
work on #88
- The shield is no longer a child of the boss object to make the boss not take damage when the shield is hit.
- The boss will walk to a set location to heal itself, rather than just stopping where it is.
- Changed the behaviors for having the boss enter the arena since the flee state now only has it walk to the shield.
work for #50. reworked the player dash to not use iTween. added a configurable dash delay.
still minor issues with the player moving through objects but works better than before. fixing these minor issues now
work for #50. Player dash now fully implemented. The player does not dash through objects anymore... 99.9% of the time. There's a very very rare chance that player can still dash through an object.. it has only happened to me once, but you have to be trying really really hard to make that happen. Setting the dash delay reduces the chance of it happening even more, so I really don't think it'll be a problem. The other thing to note is that the player and all of it's child objects should have their layer set to "Player". The dash will need to be tested more in the actual game scene as other gameplay features may or may not cause bugs with it.
Merge remote-tracking branch 'origin/master' into boss_meshes
Merge pull request #89 from ModSquadWorkshop/boss_healing_shield

Boss Healing Shield