Fixed projectile collisions between enemies
restructured player controller input detection to allow running and shooting (sprites don't seem to have a running + shooting set)
added IgnoreEnemy layer
fixed silver robot shooting animation
Expanded AI range of detection
Added AI detection class
Added Jump, Punch, Kick animations to basic robot enemies
enemies punch if you land on their head, kick if you get to close, jump and shoot if they think they can hit you
Made Power Jump bug very difficult to achieve
added mostly transparent Texture2D background image to UI Text. It needs adjusted, I'm not a fan of the background.
Fixed bitmask bug in AI Detection
Fixed Input manager for tenkeyless keyboards + removed mouse commands
Added health message to identify consumables
local commit before ai merge
Mainly broken AI Navigation -
Decided against continuing working on AIBasicPathfinding.cs it will be removed if waypoint system works
Added waypoint system - still buggy, need to reliably move enemies and adjust with forces
sunk so much time into it (24+ hours this weekend)  I'm committing it.
More AI mods
A little smoother enemy movement. still nowhere near right
Added WaypointEdge tag + layer to cheaply move enemy onto platforms
Still not getting accurate transform tags from raycast colliders
Disabled colliders on bomb enemy at death, set to kinematic to not fall off the level
Adjusted layer matrix for waypoint and waypoint edges
moving platforms have rigidbody removed to try to stabilize physics
rigidbody is removed at runtime to keep triggers active on scripts
working on reducing raycast calls and strengthening AI a bit
enemies move based off rigidbody manipulation currently
Reduced raycast calls
Added wall layer to block enemy line of sight
added test floor sprites
started waypoint adding in levels with enemies
cleaned up AI a bit to remove unnecessary things. No longer detecting where player is via raycasts, just passing player position without the checks.
Bugfixes: Limit hopping effect of rigidbody colliding with a collider moving downwards.
fix falling platforms killing enemy after it has already fallen and enemy walks across it
Level 1 Midground Added
Level 2 Platform Issue for second key can't see