New algorithm for level generation

Signed-off-by: explosivose <explosivose@gmail.com>
Added cloud layer prefab
cloud layers are placed at runtime by levelgen script

Signed-off-by: explosivose <explosivose@gmail.com>
Added basic placement of handholds
Also added several of Dan's environment models
New sandstone texture

Signed-off-by: explosivose <explosivose@gmail.com>
First version of multiple stages

Signed-off-by: explosivose <explosivose@gmail.com>
Stages are now joined at the seams

Signed-off-by: explosivose <explosivose@gmail.com>
Separated stages into gameobjects
Gave separate stages some temp textures
Began separating object placement from vertex generator

Signed-off-by: explosivose <explosivose@gmail.com>
Fully separated handhold placement from vertex generator
Added a quick proof-of-concept script for handhold highlighting
Added levels of mesh detail settings to LevelGenerator.cs
Changed to a different method of placing handholds using raycasts

Signed-off-by: explosivose <explosivose@gmail.com>
Forgot to commits changes to TestCam.cs
Note that this file is proof-of-concept only

Signed-off-by: explosivose <explosivose@gmail.com>
Added some comments to LevelGenerator.cs
Separated hazard spawning from mesh generation

Signed-off-by: explosivose <explosivose@gmail.com>
Tidied up code for merge with master