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
work for #50.
Improved player movement performance.
Reworked the dash distance and dash time to now be dash distance and dash speed in which the dash time is automatically calculated.
The distance now works properly. However, the speed and distance numbers seem kind of high, so something may be wrong still.
There are still minor optimizations I have to make before merging this.
work for #50.
Completed the minor code optimizations.
PlayerDash seems ready to go. Will merge later.
Cherry Picking Minion Explosion Work
work on #70
- Brings over @WGrube28's work on the minion explosion task, and updates it to work with changes that have happened in the meantime.
work for #50.
split the update method into a couple different methods to improve code readability.
Merge pull request #90 from ModSquadWorkshop/PlayerDash

Player Dash
Intermediate Work
work on #70
- Work on fixing up the minion explosions.
Merge remote-tracking branch 'origin/master' into boss_healing_shield
Destructible Shield
work on #88
- The boss's shield can now be destroyed by shooting it a bunch.
- Optionally, the healing phase can also end when no minions are left. If this option isn't chosen, minions will spawn while the boss is healing.
Shield Cleanup
work on #88
- Fixes the bug that was causing the laser to not damage the boss's shield.
- Shrinks the size of the nav mesh obstacle on the shield so the minions can get closer to it when navigating (previously you could actually hug the shield and the minions couldn't get to you).
Minion Explosions
work on #70
- Made a prefab and script for an explosion effect.
- Minion explosions once again throw up an effect.
- Cleaned up the particle imports to remove a bunch of redundant stuff. Most of the rest will probably go soon.
#68 Radial Lasers

RadialLaserTest
-Currently Working with 5 lasers
-Can be increased by adding more lasers to the LaserCannon array on the SpiderTank script
#68 Radial Lasers

RadialLasersTest
-Changed laser directions to star shape
Merge pull request #96 from ModSquadWorkshop/boss_healing_shield

Destructible Boss Shield
Merge remote-tracking branch 'origin/master' into minion_explosions

Conflicts:
	Assets/Scripts/DeathSystem.cs
#93 Destructible Spawn Points

SpawnerTest
- Spawn points now destructible
- Needs additional work however
  - Spider tank moves towards spawn point upon entry, breaks if spawn point is destroyed
  - Boss gets stuck on spawn point due to rigidbody/collider on it
  - Boss should be able to place/drop new spawn points during a phase
#93 Destructible Spawn Points
- Boss moves to a transform not attached to a spawner upon entry state
#80 Health Indicator

HealthRingTest
-Only final half of ring is currently rendered, likely a problem with the texture the material uses
-Once below half health, ring depletes as it should
-Health bar increases upon health drop pickup as well