Added Jumping

Jumping speed physics are still wonky
Tweaked Physics and Anim Bugfix

Fixed an issue where the player would play the falling animation without
actually falling
Added Full Running Speed

Also adjusted movement physics
Adjusted Player Scale to 1

Player is no longer scaled up
Completely rewrote movement physics

Now using CC2D physics engine for player movement.
Animations are currently incomplete.
Finished physics rewrite and added animations

Readded animations and finished rewriting physics.
Fixed several problems with full speed running and animations.
Added crouching

The player can now crouch. Movement is only allowed when jumping during
a crouch. The collider2d is half the size during a crouch.
Added colliders to camera boundaries

Player can no longer move outside of the camera.
Also updated project to Unity 4.6 Beta 17.
Added basic enemy with walking AI
Resized sprite scale

All sprites are now 10 units to 1 sprite.
Retweaked movement speeds to compensate.
Disabled holding down of jump to keep jumping

The player must now hit the jump button for each individual jump.
Also set all sprites to truecolor.
Added AI types

Enemies can now choose what type of AI to follow.
Added flying enemy for testing.
Separated AI types into subclasses

Each AI type is now in a different script file.
Made the base Enemy script abstract since all enemies will use a
subclass.
Made all sprites bottom centered

All sprites are now bottom centered to allow for easier handling of
sprites with multiple heights.
Added Follow AI

Added follow enemy AI type.
Enemies now collide with each other

This might be a very bad idea...
Also added wiggler enemy.
Added Sentry AI

Added sentry enemy AI type.
Added colliders to sentry fire

Also added cooldown animation for sentries.
Added Shooting AI and projectiles

Added shooting enemy AI type.
Also added projectile framework.
Enemies no longer collide with each other

Yeah that didn't work out so well.