Enemy Pathing

Some progress was made towards getting the enemy pathing script to work
the way I want it. I made a text document describing all of the changes
I want to make, and I am making changes based on that. Currently
PathFinder is structured exactly how I need it to be, which basically
means it's just used to generate the path, and AIMovement is going to be
used to traverse the path and determine whether or not a new path is
necessary or not.
added victory and story scene
Initially Finished AI Pathing

AI Pathing's code is finished between PathFinder and AIMovement,but has
not been tested yet. Tweaks can be made if there are issues using it
with the enemy. Additionally, all prefab objects related to the old
tank, and the "non-modified" new tank have been deleted, so-as to reduce
future confusion.
Working AI Pathing

Most of the pieces of AI pathing have been implemented and are working.
Some additional things such as determining when the enemies are going to
explode, and whether or not those explosions are going to damage the
resource nodes still need to be done. Most of it is now working,
however. Every 20 seconds 16 enemies spawn in the center of the map and
chase a random target.
Terrian wall creation and destruction

- wall prefab description
The wall prefab is just a cube some scripts attached to it
Attached scripts - wallScript
Location - Base folder in prefab folder

- wallScript Description
Attached to the wall
The wallScript pretty much creates a health for the and after a certian
number of hits the wall instantiates another new prefab walldetonation
for a cool explosion effect.
Attached prefabs - wallDetonation prefab
Location - the AI script folder in the script folders

- wallDetonation prefab
this is a custom detonation prefab that was created for when the wall
blows up. makes use of the detonationSpray script from the detonation
framework to create an explosion with multiple chunk prefabs to fly up
in the air
Attached - chunk prefab
Location - Tank folder under prefab folder

- detonatorForce script modifications
The detonatorforce script in the detonator framework has also been
modified to check for explosions near the wall tag.
Networked sound effects added background music

1. Updated story scene, splash scene, and victory scene with sound
effects
2. Updated the player prefab with empty gameobjects for hover/mortar
sounds
3. Changed serverplayercontroller script to network mortar/and hover
sounds
4. Created hoveraccel,hoverforward, and mortarplayer to control network
sounds
Finished AI Pathing

AI Pathing now covers the issue of not being able to find the transform
of the object. If it no longer exists, the enemies will look for a new
one. If there are no more new targets, they will automatically explode.
Unfortunately, if there are targets but nothing can see them Unity will
generate 1000 errors per second again. That is a more complicated error
to fix.

I also got rid of lots of whitespace and changed the terrain and some of
the prefabs so that they would work with the new AI pathing.
still working on this commit
Merge pull request #1 from igraham/Victor

Victor
Merged changes from Ian and master.
Merged Ryan's changes with master.
Revert "still working on this commit"

This reverts commit a2bea8698603ec000ab25db606539bab3b97e6bc.
Merged chris's changes with master.
Merged victor's changes with master.
Merge pull request #6 from igraham/master

Getting master copy to my branch