|SOURCE|
[Common::GameStateEvents::GameStateInputListener]
* HandleEvent dispatches multiple action events if a key is bound to more than
  one action
[Common::GameplayGameState]
* Enter registers the W, A, S, and D keys for player forward, left, backward,
  and right movement, while also allowing the same input to move the debug
  camera forward, left, backward, and right
|SOURCE|
[Common::GameStateEvents::GameStateInputListener]
* HandleEvent will call either InputBinder's GetActionFromKey or
  GetActionsFromKey, depending on more than one action ID was found
|SOURCE|
[Common::GameEntity::GameEntityType]
* This class is responsible for acting as a convenience for converting game
  entity names into their hashed 32-bit unsigned integer counterparts
* The default constructor will set the ID to zero and the Name to null
* The copy constructor and assignment operator copy the ID and allocate memory
  for the name before copying it
* GetID and GetName allow for other classes to access the ID and Name
  attributes
[Common::GameEntity::GameEntity]
* Replaced m_Type and m_pName with m_Type of GameEntityType
* Constructor no longer accepts a ZED_CHAR8 *, instead it has been replaced
  with GameEntityType
[Common::GameEntityManager]
* Added CreateEntity which will instantiate an entity with a unique ID of the
  type requested
[Common::Player]
* Added PlayerGameEntityType to allow for quick and simple acquisition of the
  event type for the player
[Common::GameplayGameState]
* Moved the call to set the renderer's clear colour from the Render member
  function to Enter