Big push. TestHero framework 'demoed' and minions are now present, though control is client to client and not authoritative
Towers spawn on Placeholders and Health is synced. Anyone can kill towers.
Merged
Creeps can now follow a path based on a series of waypoints.
  It's currently not very flexible and requires a decent amount of setup, as
 well as creating a large margin for human error.
towers can shoot and damage closest player.
Merged
Started implementing RaisEvents
Forgot to add some files
sync
sync
WIP: Added initial master client process spawning from server.
Merge branch 'heroes_and_minions' of https://github.com/Covalent-Games/mobas into heroes_and_minions
sync
WIP: Added initial master client process spawning from server...again
Towers deal damage.
Tower health no visible, but not working for Creeps (even though it should be)
sync
Master sync works, and health is displayed and handled properly.

The issue with this was just too much client control. Some things might not work still, but they may just need to be toggled true via GameMaster.OnLevelWasLoaded
I went through and toggled EVERY script off with the exception of a new GameMaster script. This script checks if it's a server or client, and then toggles the needed scripts.
The existing code works fine. It was just the client and server all attempting to do the same things that was causing conflicts.
Added initial code to deal damage.

Currently line 42 of TestHeroAction is returning Null. Once this returns the gameObject the event *should* fire. The event handler is in GameEventHandler.
Health and damage synced using events.