In progress work on new Perk System and basic camera shake
One Shot Audio
work on #43
- Changes audio to use audio.PlayOneShot()
- Adds damage and death sounds to HealthSystem.
Added building model, created barriers for invisible walls, added materials
Added Models and Textures into Level, lots of textures from Unity Asset Store
Merge pull request #45 from ModSquadWorkshop/sound_hooks

One Shot Audio
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.
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
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
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 )
Modified Level

Added Buoy Prefab, deleted many unneeded assets I added
Texturing Changed, level design modification, flashing buoy light
Arbitrary Boss Guns
closes #56
- Adds a way for an arbitrary number of guns to the boss.
Merge pull request #58 from ModSquadWorkshop/boss_guns

Arbitrary Boss Guns
Beam Weapons 4th update for #8

beam weapons are fully working now
they now have a repeat damage flag and a damage interval time

one more major feature will still be added:
the ability for the beam to pierce through x amount of targets before stopping

additionally, beam effects (scorch marks, laser burns, etc) will be added in the future
Merge branch 'boss_guns' into LevelDesign