Merge pull request #44 from ModSquadWorkshop/LevelDesign

Level design
In progress work on new Perk System and basic camera shake
One Shot Audio
work on #43
- Changes audio to use audio.PlayOneShot()
- Adds damage and death sounds to HealthSystem.
Minion Waves
- Cleaned up spawning system a little bit.
- Flanking minions now spawn in waves.
Merge pull request #45 from ModSquadWorkshop/sound_hooks

One Shot Audio
Keep Distance Movement
- Adds a KeepDistance script which attempts to have the boss stay a set distance from its target.
Basic Physics Movement
work on #47
- Adds a base PhysicsMovement script to give general controls to movement for physics-based objects.
- Adds a Boss Physics material that removes friction to simplify physics movement.
Turbo Speed!
- Bumps up the movement speed of the player and the flanking minions to make the game more intense.
Modified Perk System
- Added more perks
-Changed single modifier var to one per perk
-Added clear functionality
-Starting perks functionality

Changed Camera Shake
-Now on player hit rather than on player fire
-Modifiable shake value per weapon
Add personal scene
ProtoType MeshTest scene
Playtesting Changes
- Bigger test level (200x200).
- Added obstacles.
Merge pull request #52 from ModSquadWorkshop/boss_movement

Boss movement
Work in progress for #8. Just a quick, basic start.
Weapon System
-added right bumper option
-able to switch while firing now

CamShake Scene
-renamed to FeedbackTest

Rumble
-uses XInput
-added RumbleManager (Visual Studio might have trouble finding XInput on compile, works better with MonoDevelop)
-allowed for modifiable values of rumble on Player object
Removing useless ReadMe file
Node Movement
work on #48
- Adds a node-based movement pattern to the Spider Tank.
- Fixes the spider tank not being able to hit the player with the canon at a distance.
Beam Weapons Update Commit for #8
Beam rays now correctly cast according to the gun's / player's transformation.
TO DO: collision detection on set targets and damage dealt on collision, beam maxRange is acting weird
Changed boss audio for a test
10/4 Changes

PerkSystem
-removed else ifs

XInput
-dll files added

CamShake
-uses new damage callback
-now handled by Camera