Tweaked swimming physics. Added audio.
Uh... Something seems odd.
Cut the gravity to roughly half.
Changed Soundeffects

9:30 AM - 9:55 AM - Added the sound assets from the slideshow
presentation. Moved the old sound effects to a separate folder.
Added a Cone

Todo: Make the enemy do a thing.
Placeholder Enemy Deals Damage

Added some textures for the Slabs, Boogers, and Stalks. Added a
placeholder enemy that can damage the player if the player is looking at
it. Put the collision detection cone onto the player instead of the
enemies. Added scripts to hander enemy behaviors and player behaviors.
Slightly tweaked player movement.
More Movement Tweaks

There's now a toggle option to use 'advanced' movement controls (Makes
the vertical a lot more floaty) and 'simple' controls (Which cancels out
a lot of momentum to allow the player more control over their
placement.)

Also, split behavior so that genericEnemy can handle things like attack
cooldowns while the Enemy subtypes can set the cooldown to whatever they
want and respond to situations differently.
Boosting doubles swimstroke rate.
Added ControlStyles toggle. Added 'Basic' Controls.

The new 'Basic' style lets the player move with pretty much ignored
interaction from gravity and momentum and ignores SwimStrokes.
Normal has reduced gravity effects on movement, but the player can kinda
drift around.
Advanced has a lot more momentum carry from jumps and is much more
'slippery'. Should probably add an options menu or a toggle button for
the player to switch modes at will.
Enemies now use Raycasting to detect player.
Three different enemy types behave differently.

The three different enemy types behave differently. Player now darkens
the screen after taking damage.  (Which is a bug, it's supposed to turn
red.)
Screen Turns Red On Damage + Game Over
Updated Readme & Enemies do Contact Damage.
Enemies Now Flee Player

I tried to move a bunch of utility methods into a separate classfile,
LibRevel.cs. I apparently broke that though, and now enemies flee away
from the player at superspeed.

The TriggerEnter wasn't detecting the player ramming against the enemy.
Instead, I'll work around it for now by giving a distance check for a
very small amount of distance.

Also, it's likely that the raycasting is being projected from the center
of gameobjects instead of the bounds. In which ase, we should probably
factor in the radius from the center of enemies to its surface as an
additional factor of the length it needs to travel to reach a target.
Fixed LibRevel: Enemies now give chase correctly. The problem was that the MoveTowards vector was being added to the position rather than assigned. Contact damage is still broken, though.
Merge pull request #7 from BlueHuskyStudios/SwimStrokes

Swim strokes