In progress work on new Perk System and basic camera shake
Minion Waves
- Cleaned up spawning system a little bit.
- Flanking minions now spawn in waves.
Added building model, created barriers for invisible walls, added materials
Added Models and Textures into Level, lots of textures from Unity Asset Store
Keep Distance Movement
- Adds a KeepDistance script which attempts to have the boss stay a set distance from its target.
Basic Physics Movement
work on #47
- Adds a base PhysicsMovement script to give general controls to movement for physics-based objects.
- Adds a Boss Physics material that removes friction to simplify physics movement.
Turbo Speed!
- Bumps up the movement speed of the player and the flanking minions to make the game more intense.
Modified Perk System
- Added more perks
-Changed single modifier var to one per perk
-Added clear functionality
-Starting perks functionality

Changed Camera Shake
-Now on player hit rather than on player fire
-Modifiable shake value per weapon
Level Design Modified

New Textures, deleted a LOT of textures. Level is now bigger.
Playtesting Changes
- Bigger test level (200x200).
- Added obstacles.
Merge pull request #52 from ModSquadWorkshop/boss_movement

Boss movement
Work in progress for #8. Just a quick, basic start.
Weapon System
-added right bumper option
-able to switch while firing now

CamShake Scene
-renamed to FeedbackTest

Rumble
-uses XInput
-added RumbleManager (Visual Studio might have trouble finding XInput on compile, works better with MonoDevelop)
-allowed for modifiable values of rumble on Player object
Removing useless ReadMe file
Node Movement
work on #48
- Adds a node-based movement pattern to the Spider Tank.
- Fixes the spider tank not being able to hit the player with the canon at a distance.
Beam Weapons Update Commit for #8
Beam rays now correctly cast according to the gun's / player's transformation.
TO DO: collision detection on set targets and damage dealt on collision, beam maxRange is acting weird
Changed boss audio for a test
10/4 Changes

PerkSystem
-removed else ifs

XInput
-dll files added

CamShake
-uses new damage callback
-now handled by Camera
Beam Weapons Third Update for #8.

COMPLETED: collision detection, damaging, beam max range.

TO DO:
option to allow the beam to continue casting through target objects,
repeat damage flag / damage interval
beam effects ( scorch marks, etc )
Improved Movement Scripts
work on #48
- Reworks the various movement scripts to use PhysicsMovement and MoveTowardsTarget as base classes to cut down on code duplications.
- Where appropriate, changes Start() methods to be OnEnable() so that movement scripts can be used as states for the bosses.
- Adds physics layers for Player Projectile and Boss Projectile, and corrects the physics layers on some of the existing prefabs.
    - This fixes the issue where the boss couldn't shoot the player if they were too close.