Staring Work on MortarStrikes #49
Scripts have been written. Don't know if they work though as I didn't have time to setup a test scene. Will test later.
work for #49.
mortar strikes are now working mostly correct.
some things need a little reworking for easier use with the unity inspector.
also, they don't deal damage yet.
we'll need an explosion too.
work for #49.
Mortars now deal damage to the player.
Additionally, changes have been made to make the mortar strike easier to tweak in the inspector.

TO DO:
The mortars need a damage drop off depending on how close the player is. Right now it's just a single radius with no dropoff.
Polish effects - explosions, etc
work for #49. Added a damage dropoff to the mortars according to the distance you are from the mortar when it hits the ground.
TO DO: make the mortars always rotate forward
Visible Mouse Crosshairs
work on #79
- The crosshairs for using the mouse are now more visible.
- Returned to the original method of doing a raycast from the camera for determining the mouse position on the screen (sorry @Zigurous, looks like you were right the first time around).
- For now the crosshairs cannot be disabled, they still need to be converted to being a sprite (rather than a mesh).
Spider Tank Healing Shield
work on #88
- Now the boss sits down and puts up a shield to heal rather than leaving the arena.
Walk To Fixed Shield Location
work on #88
- The shield is no longer a child of the boss object to make the boss not take damage when the shield is hit.
- The boss will walk to a set location to heal itself, rather than just stopping where it is.
- Changed the behaviors for having the boss enter the arena since the flee state now only has it walk to the shield.
work for #50. reworked the player dash to not use iTween. added a configurable dash delay.
still minor issues with the player moving through objects but works better than before. fixing these minor issues now
Merge remote-tracking branch 'origin/master' into minion_stuff
work for #50. Player dash now fully implemented. The player does not dash through objects anymore... 99.9% of the time. There's a very very rare chance that player can still dash through an object.. it has only happened to me once, but you have to be trying really really hard to make that happen. Setting the dash delay reduces the chance of it happening even more, so I really don't think it'll be a problem. The other thing to note is that the player and all of it's child objects should have their layer set to "Player". The dash will need to be tested more in the actual game scene as other gameplay features may or may not cause bugs with it.
Modified Level Design

Added slightly updated building models, small pond in middle
Merge branch 'master' into LevelDesign

Conflicts:
	Assets/LevelDesignImport/New Terrain 1.asset
	Assets/Scenes/BossLevelDesign.unity
Merge remote-tracking branch 'origin/master' into boss_meshes
Merge pull request #89 from ModSquadWorkshop/boss_healing_shield

Boss Healing Shield
Just a lil stuff
Merge commit 'fc211cc36eaa0188bcb08963800c37d2a12a4e0d' into LevelDesign
Merge remote-tracking branch 'origin/master' into MortarStrike
work for #50.
Improved player movement performance.
Reworked the dash distance and dash time to now be dash distance and dash speed in which the dash time is automatically calculated.
The distance now works properly. However, the speed and distance numbers seem kind of high, so something may be wrong still.
There are still minor optimizations I have to make before merging this.
work for #50.
Completed the minor code optimizations.
PlayerDash seems ready to go. Will merge later.
Cherry Picking Minion Explosion Work
work on #70
- Brings over @WGrube28's work on the minion explosion task, and updates it to work with changes that have happened in the meantime.