BUGFIX: Not turning towards the velocity if it's zero
Removing legacy property HasInertia

HasInertia is not really used by any of the recent steering behaviors,
and proper handling will require its own type of vehicle anyway, so
there is really no reason to keep it around.  Since we're already
breaking backwards compatibility in this version, it's time it went
away.
Removing Linq's ForEach

Working around some Linq support deficiencies / changes.
BUGFIX: DetectableObjectEditor wasn't setting it as dirty after change
BUGFIX: Should have been using Slerp to change the forward vector
BUGFIX: The Y on planar vehicles' forward should always be 0
OpenSteerUtility should be static
Added TickedQueue source to project.
Splitting Biped and AutonomousVehicle (WIP, needs refactoring)

My current in-development work had initially been done directly on the
AutonomousVehicle class, but changing how the speed and velocity are
treated would have broken any implementations depending on the previous
approach, like Boids.    I have decided to split them in two classes,
with AutonomousVehicle retaining the old way of doing things and Biped
being the class for vehicles that can alter their velocity vector instead
of just their speed (to, say, side-step).

This is a work in progress, and there is still some code duplication
between both classes which needs to be refactored.
Refactored AutonomousVehicle / Biped

Both classes now have a common parent, TickedVehicle, since the only
thing in which both really differ is on how they apply the speed and
velocity vectors.

- Moved common code to new, abstract TickedVehicle.
- Removed LastAppliedVelocity, it was not being used anywhere.
- Documented new methods

NOTE: Most of my testing is still focused on Bipeds. Consider the changes
to AutonomousVehicle mostly untested.
Initial re-do of SteerForSphericalObstacleAvoidance

- Added DetectableObjectCreator, since we now expects every obstacle to
  have its DetectableObject data.
- Fixed an old, old bug with FindNextIntersectionWithSphere
- Cleaned up unnecessary wrapper function on Vehicle
BUGFIX: SteerForCohesion wasn't returning the force vector in local space
Explicit backing properties on PathIntersection to make MD happy

While Unity's compiler is happy to initialize a struct with implicit
property accessors, MD barfs unless these have explict backing fields.
It's not clear which one's wrong, but I'm adding the fields so that we
can continue to build on MD as well.
Removed leftover property
Updating the change log for 2.5
UnitySteer 2.5b1. Merging development changes
Merging TickedQueue source since it's not part of the project.
Normalized static methods in OpenSteerUtility.cs to be PascalCased.
Changed up Tether.  Rather than do a hard reflect, it allows a cushion zone between an inner and outer radius.  Plus, it now actually makes use of the steering weight.  It applies a percentage of the steering weight to the vehicle that scales as it approaches the outer radius (past there it continues to scale above 100%).  Allows for softer course adjustments.  The hard reflect could be added back in at the outer radius easily enough and still leave the softer inner redirection.  Seems to work nicest when the tether weight is small.
Changed out how wander works.  It follows the original red3d.com examples with a steering circle.  This allows for more predictable and controllable wander behavior.  It also works better with the reflection that happens when hitting a tether boundary.  Tends to work best with a larger distance, smaller jitter radius, and a max angle around around 30 - 45 degrees.