Visible Mouse Crosshairs
work on #79
- The crosshairs for using the mouse are now more visible.
- Returned to the original method of doing a raycast from the camera for determining the mouse position on the screen (sorry @Zigurous, looks like you were right the first time around).
- For now the crosshairs cannot be disabled, they still need to be converted to being a sprite (rather than a mesh).
Merge remote-tracking branch 'origin/master' into minion_stuff
Modified Level Design

Added slightly updated building models, small pond in middle
Merge branch 'master' into LevelDesign

Conflicts:
	Assets/LevelDesignImport/New Terrain 1.asset
	Assets/Scenes/BossLevelDesign.unity
Just a lil stuff
Merge commit 'fc211cc36eaa0188bcb08963800c37d2a12a4e0d' into LevelDesign
Level Design Changes

Major additions:
New Grass Textures
Crates
Trees
Shadows
Updated to Unity 4.6 Beta
Level design is being redone, blah
Level design changes:

City area added, new buildings, dock.
Added transparency to water
Level Design Changes

Added Vehicle Depot, New Vehicles, Tower, edited textures, changed design of level slightly
Level design finalized, not optimized
#104. added structures / wrappers to all of the spider tank state settings to allow for different, modifiable values for each health checkpoint.

TO DO
RushState needs to be re-worked to allow for different settings in each health checkpoint.
Configure when health checkpoints should be triggered.
#104. All boss state settings can now be configured individually per health checkpoint.

TO DO:
Allow for health checkpoints to be defined in the inspector.
#104. The boss now changes its phase when its health drops below the nearest checkpoint. With the phase variable being changed, all state behaviors acquire the settings to the current phase. All boss behaviors are automatically updated without having to write any additional code. Furthermore, the boss' max health is now locked to the health checkpoint.
Feedback Fixes

Feedback
-Should only rumble/screen shake when taking damage instead of at any health change
-Should have variable rumble based upon damage taken
Feedback Fixes

Feedback
-Applied default rumble settings to rumble manager on camera
Moar Feedback Fixes
- Added a more robust implementation for the rumble manager.
- Made camera shake not cause the camera to stop following the player. This involved making a change to iTween itself, see http://answers.unity3d.com/questions/193100/itween-shakeposition-and-local-coordinates.html for more info.
Merge remote-tracking branch 'origin/master' into feedback_fixes

Conflicts:
        Assets/Scenes/Basic Boss.unity
Merge pull request #119 from ModSquadWorkshop/main_menu

Circle Indicator with Unity UI