Pulse intensity now depends on velocity
Cleaned up pulse logic
Cleaned collision eligibility logic a bit
Current basic weapon assumes less about projectile

The weapon no longers applies the Projectile and
CollisionExcludeComponents components to something it is firing.
Instead, the generic projectile has those now.
Added repeat shot base weapon

It just uses the single shot weapon and changes the type to "repeat".
Put the camera and arena dimensions in world

Systems now only get the entity to update/draw, the world and the delta
time.
Merge remote-tracking branch 'upstream/master'

Conflicts:
	content/weapons/projectiles/generic.lua