+ Creating new sandbox stage for myself (Alex)
+ Adding laser weapon

The laser weapon borrows heavily from the Launcher weapon. This is an initial check in, so its not very fancy. It adds a new particle effect for the laser collision.
+ Update scene for previous commit.
Adding missing NPCLegacy prefab which was causing the game to quickly become unplayable.
+ Fix bug where bouncy grenade would not launch in networked games. For some reason calling IgnoreCollision first was preventing AddRelativeForce from being applied.

+ Fix a null error in server code which was causing a non-fatal error to be reported.
+ Change laser to a line renderer
+ Work towards getting lasers working on the network. There is still a stray laser, seemingly because of weird spawning points.
+ Lock cursor to center of screen
+ Add crosshair
+ Originate projectiles from center of the screen
+ Fix location and angle of projectiles firing. Now using Rays to determine facing vector.
+ This change also seems to fix laser issues across network
Moving creation of projectiles from server to client code.
Adding missing sparks meta file
Clean up laser functionality.

+Adjusted damage, collision params.
+Can no longer damage multiple targets (explosion)
+Can no longer kill shooter
+Speed up projectile
Sync weapon type when creating projectiles on the server.
First go at getting Scoreboard working properly. This gets deaths working.
Reporting kills to the scoreboard.

+ Created a Weapon superclass which all weapons must inherit from.
+ Projectiles are now instantiated on the Network if connected
+ Removed the Network Rigidbody component from weapons. I'm not entirely sure what this was getting us, but it was causing errors to be reported so I turned it off for now.
Previous checkin broke projectiles. Fixing it.

+ No longer creating the projectiles on the server.
+ Putting Network Rigidbody back on the weapons.
Adding generic gun model.

+ Adding model
+ Adjusted where the projectile originates from

To Do:
+ Separate models for weapons
+ Projectile spawn points by weapon.
Previous check-in broke projectiles when more than 1 player connected. This fixes it.

+ Calculate the projectile position and facing vectors before calling RPC.
Putting gun FPS models in weapon scripts.

+ Moved the creation of the weapon model out of CharacterSpawnPoint and into the Weapon base class.
+ Each weapon that extends Weapon should specify weapon model attributes.
New model for the laser. From: http://tf3dm.com/3d-model/aug-46334.html
Take logic of projectile origin out of Weapons.js and put it into individual weapon scripts.
Adding critical hits (head shots).

+ Each weapon will specify two damage amounts.