|BUILD CONFIGURATION|
[Linux]
* The ZED Utility library is linked first, as there are dependencies which are
  later resolved from the other libraries

|SOURCE|
[Common::Actions]
* Wrapped the common actions with the Gunslinger namespace
[Common::GameplayEvents]
* Added action IDs for player movement along the XZ plane
[Common::GameplayGameState]
* Added a World member variable which will be used to govern the world state
  and render the world
[Common::Player]
* This class is the representation of the player in the game world (which is
  from a first person perspective, so there won't be much in the way of an
  avatar)
* In the future, this should be a game entity like any other, except that this
  one is tagged as a player view
[Common::World]
* The world state is governed by this class, rendering should probably not be a
  part of this, but it's here for the time being
|SOURCE|
[Common::GameplayEvents]
* Added debug camera movement and look action IDs
[Common::GameplayGameState]
* Added a ZED::Utility::FreeCamera for debugging purposes
* GetDebugCamera allows the debug camera to be accessed from the
  GameplayInputListener
* Debug camera set to a perspective camera with a clip range of 1cm to 1Km, at
  170cm off the origin's ground
* Camera up and down action IDs added to the input binder
[Common::World]
* Render accepts a projection * view matrix
* A 100cm^2 yellow grid has been added
[Common::GameplayEvents]
* GameplayInputListener::HandleEvent will move the debug camera for the
  GameplayGameState up or down depending on the action ID received
|SOURCE|
[Common::GameplayEvents]
* GameplayInputListener::HandleEvent aliasing debug camera move and up/down
  look action IDs to their camera analogues
[Common::GameplayGameState]
* Arrow up, arrow down, arrow left, and arrow right keys are bound to debug
  camera forward, backward, left, and right movement, respectively
* Page up and page down bound to debug camera's look up and look down action
  IDs, respectively
|SOURCE|
[Common::GameplayEvents]
* The debug camera's look up and down action are using the axis rotation rather
  than the angle axis rotation
|SOURCE|
[Common::Player]
* Commented out the body of GetCamera
[Common::GameplayEvents]
* Added DEBUG_CAMERA_LOOK_LEFT and DEBUG_CAMERA_LOOK_RIGHT event handling to
  rotate the debug camera to the left and right
[Common::GameplayGameState]
* Update calls the debug camera's Update member funciton and rotates all axes
  by zero to ensure that it does not keep rotating without being modified
|SOURCE|
[Common::World]
* Temporarily made grid into a cube
[Common::GameplayGameState]
* Debug camera starting position has been set to 0, 0, 0 to make it easier to
  orientate at the beginning
|SOURCE|
[Common::GameplayEvents]
* GameplayInputListener::HandleEvent
  * DEBUG_CAMERA_LOOK_UP and DEBUG_CAMERA_LOOK_DOWN correctly manipulate the
    camera and look up/down as it should
  * Rotating around the Y axis is not working correctly, only rotating to the
    left (positive) appears to be working
|SOURCE|
[Common::GameplayGameState]
* Fixed a typing error in Enter when binding K_END to DEBUG_CAMERA_LOOK_RIGHT,
  it was DEBUG_CAMERA_LOOK_LEFT
|SOURCE|
]Common::GameplayEvents::GameplayInputListener]
* HandleEvent multiplies the desired movement vector by five to manoeuvre
  around the world faster
[Common::GameplayGameState]
* The default constructor uses 45.0f instead of ZED_Pi, as the value is meant
  to be in degrees, not radians (large oversight, need better documentation)
|SOURCE|
[Common::GameplayEvents::GameplayInputListener]
* In HandleEvent, DEBUG_CAMERA_MOVE_FORWARD and DEBUG_CAMERA_MOVE_BACKWARD have
  their velocities reversed, as the direction in ZED's FreeCamera is negated
|SOURCE|
[Common::GameplayEvents]
* Added DEBUG_CAMERA_TOGGLE to enable and disable the camera
* GameplayInputListener
  * HandleEvent will only manipulate the debug camera if it is active
  * Key F1 will toggle the active staus of the debug camera
[Common::GameplayGameState]
* ToggleDebugCamera sets the debug camera's active status to either ZED_TRUE or
  ZED_FALSE
* DebugCameraActive returns whether or not the debug camera is able to be
  controlled and is the current camera to render from
|SOURCE|
[Common::GameplayGameState]
* Added a pointer to the active camera to use
* ToggleDebugCamera sets the debug camera's orientation and position to the
  active camera's if there is an active camera
[Common::World]
* Removed five of the grids, just using one which is 100m^2 with a granularity
  of 50cm between each line