-  Add new StateAction handlers.
-  Test StateActions that trigger other game objects, not just the attached.
-  Add dynamic dispatch to allow Editor to inspect 'object' types and show the appropriate field.  (Only finished for int, float, double, Vec2,Vec3,Vec4)
-  Update examples with new StateActions

It still remains to be seen if we can pass variables out of the game object without expensively boxing them.  Currently the only way to send values out is to use Reflection to determine if a field exists.  Might be possible to store a direct pointer to a field when the initial FSM is setup.
-  Add custom editor controls to visualize states and transitions.

Note:  ScriptEditor_FSM.cs is a hot mess of test code.
-  Start adding serialization to FSM classes (those without MonoBehaviour and/or private members).
-  Clean and and remove FSM code from before git.
-  Modify example scenes

Links
http://docs.unity3d.com/Documentation/ScriptReference/SerializeField.html
-  add better support for serialization (*FiniteState still won't reserialize references, but this will be fixed using ScriptableObject in next iteration)

-  Dictionaries don't serialize so extend FiniteStateMachine's state lookup w/ a list that stores all states and their transitions, to be used to rebuild state lookup on Awake().

-  Start testing states that affect targetted game objects

-  Continue modifying FSM editor components to use new serialization, see if it's possible to create states, transitions, and a start state using just the editor window.
-  Finish cleaning up old names
-  Fix custom editor

!!!Note:  At this time, ScriptableObjects do not appear to support relative copying.  Which is to say, if you duplicate a GameObject with a ScriptableObject class, that same class will be ref'd by multiple GameObjects rather than each object having its own copy.  This is completely different from how Unity handles Monobehaviours.
Merge branch 'master' of github.com:Jerdak/FiniteStateMachine