Reworked the GameActor base physics movement system to allow derived classes who want to override the physics movement function to provide a direction in 2D co-ords. This was to allow FlyingGuard enemies to move within the physics systems instead of translating. This is now implemented although they are fairly bad at chasing
updated bee spawner to have correct collider
Changed abilityRate to cooldown to make things clearer
added default reset functions for all current ability archetypes. These should work for most abilities (really unless they need to override Start())
fixed a bug where health bars were being drawn while the game was paused
updated the abilities overlay to get rid of the stupid stubs
changed the ability upgrade system so that the ability controller managers all of the upgrades instead of the individual abilities. This makes it much easier to un-upgrade an ability (by reseting it) which is also now possible
updated player settings
fixed a bug with the FlyingGuard where they would throw A LOT of exceptions if their tether was destroyed. Now they just die after 10 seconds instead if they don't have another destination
fixed a bug with tracking projectiles where their targets weren't being reset on destroy
fixed a bug with ability resetting. Only the active ability was being reset when an ability was un-upgraded. Now we reset both
changed Sprint to be a percentage movement speed change