Staring Work on MortarStrikes #49
Scripts have been written. Don't know if they work though as I didn't have time to setup a test scene. Will test later.
work for #49.
mortar strikes are now working mostly correct.
some things need a little reworking for easier use with the unity inspector.
also, they don't deal damage yet.
we'll need an explosion too.
work for #49.
Mortars now deal damage to the player.
Additionally, changes have been made to make the mortar strike easier to tweak in the inspector.

TO DO:
The mortars need a damage drop off depending on how close the player is. Right now it's just a single radius with no dropoff.
Polish effects - explosions, etc
work for #49. Added a damage dropoff to the mortars according to the distance you are from the mortar when it hits the ground.
TO DO: make the mortars always rotate forward
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
Merge remote-tracking branch 'origin/master' into MortarStrike
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
#49. general work for mortar strikes. simplified the system a little.

TO DO
allow for mortars to be dropped at pre-set locations.
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