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
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
Merge remote-tracking branch 'origin/master' into MortarStrike
Level Design Changes

Major additions:
New Grass Textures
Crates
Trees
Shadows
Updated to Unity 4.6 Beta
Level design is being redone, blah
#49. general work for mortar strikes. simplified the system a little.

TO DO
allow for mortars to be dropped at pre-set locations.
#48. Mortars now rotate forward when traveling in the air.
TO DO: allow for pre defined target positions to be set for the mortars
#49. MortarAttacks now have the option to use predefined targets. If using predefined targets, a mortar picks a random target from the array. If we would like it to be sequential, I can change it (let me know). Using this option still allows for dynamic moving targets too, so we can have a mix of static target positions and moving target positions (such as the player). Making a pull request now.
#49. Improved the code for the MortarAttack by eliminating the use of a delay timer. Uses an Invoke now.
#49. Improved the code of the SpiderTankMortarState by using an invoke instead of a delay timer.
Level design changes:

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