Added a script for gravity so we don't have to use rigidbodies.  It's not very good, because it operates off the lowest block relative to the rest of the shape, so certain orientations still gravitate through objects.  I was thinking about trying shooting a ray from the blocks that face the ground, and calculate the distance to the nearest object.  If the distance is 0, stop moving.
Merge pull request #18 from bbrouse/placement_script_fix

Placement script fix
Re-added gravity handlers to tetromino prefabs lost in latest merge.
Modified placement manager to correctly translate placement shapes when facing an object tagged as Roof. Note, only tag a roof, as Roof.
Disallowed placement of blocks and vision of the pre-placement block while looking at the sky or at a distance > maxDistance for the raycast.  Added the roof tag that should've been with last commit.
Modularized key press functions out to the gamecontroller.
Added those acapella tetris themes and fixed a small visual bug in the placement manager where placing an object while looking at it's corner would cause the placement object to stay inside the placed tetromino.
Pulled in Tom's textures and materials.  Made my own materials out of them and applied them to the tetrominos and the environment.
Merge branch 'master' of github.com:bbrouse/shapesmith into block_gravity_script
Fixed gravity script so blocks won't be left hanging in the air.
Removed commented code blocks, readded isMoving variable (needed for when a block collides with the player)
Merge pull request #24 from bbrouse/block_gravity_script

Block gravity script
Updating Build Settings.
Added RowHandler to handle row completion/deletion
Merge branch 'master' of https://github.com/bbrouse/shapesmith into bbrouse_issue_13
Row deletion on completion is close to being done.  Still some bugs to work out.
Pulled in Tom's latest assets.  Deleted some unnecessary things.  Made a minor change to the placement script so the placement cube mesh won't blend into the floor.  Modified the prefabs to use Tom's stuff.
Added functionality to lock and hide the cursor on playing the game, and show it when paused.  Also includes functionality to freeze the player when paused.
Added a simple preliminary script to handle pausing the game.  Removed pause handling from HideAndLockCursor.c
Added a debug mode variable to gameController and the option to toggle it off or on from the pause menu.  Updated scene objects.