test commit for bitbucket
fixed HUD elements resizing on screen aspect ratio change.
removed cube collider on player so we aren't getting hit when it "looks" like the bullet passes us.
changed skybox to use whole IJ image per side (so good).  renamed cactus bandit prefab.
put in IJ's badges and bullet for ammo counter.  started work on corpse permanence.
mobs persist as corpses and are uncollidable.  player bullet speed bumped up by 10.
mobs will no longer spawn in shootable range of player spawn.
using Coldrice's sprites for badges.  reorganized HUD.
Renamed SpawnPlayerSetup to SpawnPlayer.

Firing X Rotation Offset moved to Player Fire weapon from GlobalParams.
On win, player no longer gets destroyed then recreated.  Decision is made in state switch in GameController.
Player is explicitly spawned instead of waiting in update loop.
Player spawn flag added to GlobalParams.
Player win music component removed then added back to fix bug where it wasn't playing at all.
added player hurt sound. added enemy hurt/death sounds.  fixed bug where player hp would dip below 0.
BanditBug added.  Moves constantly to it's left/right and faces player.  Bounces off of walls. moved mobs sprites to their own folder.  renamed some sprites.
got mido's barrel fbx in as a replacement for old mido barrel
added enos' minecart and 3 tracks
added enos' upgraded cart with 2nd material channel.
started implementing powerups.  added iTween.  powerup model tweens out of chest then disappears when collide with chest.  powerup icon appears in HUD.
Did a ton of refactoring pertaining to powerups.  Powerup contains 2 children, icon and model.  PowerupController created to handle powerup things.

added second powerup (speedboost).
collecting powerups modifies abilities of player.  2x dmg and speed boost upgrades.
fixed bug bandit moving through walls when it hit seams and flipped flag twice quickly.
replaced Find() with FindWithTag()
changed font from arial to wierd font across game.  moved messages up a bit to match crosshair position (vertical middle)