rendered an enemy bot on screen on a fixed position
Logic for bot death
bots explode
when bot1 explodes, new bot renders on screen in new place
Change spaces and code writing style
Create random number for each bot and abstracted logic of creating a bot to a only a single function
Make bot function handles argument to specify different positions and rotation
bot respawns. first player tells new player where bots are
update
temporarily removed moon. added hook function on ship if bot...bot moves
put moon back. bot flies with no errors. changed unhook function...need to fix when done with AI implementaion
reverted back to regular hook function. created game.lastBotCallBack for unhook function. uncommented player controls. TARGET PRACTCE
bot velocity based off distance of playercontroller
hud now rendering in oculus mode while oculus is detected
Merge branch 'dev' into oculus-camera
oculus hud much much less headache inducing
Merge branch 'dev' into oculus-camera
Configure for auto-deployment on commit to dev

Remove outdated 'Engine' versions in package.json
Remove 'build' dir from .gitignore (track build dir)
Merge pull request #173 from phillipalexander/auto-deploy-dev

Configure for auto-deployment on commit to dev ballerawesome
Merge pull request #172 from ehannum/oculus-camera

Oculus camera with HUD. closes #166