Make env_stealth_static, prop_battleBus static

* tick box in top-right of the Inspector
Apply PlayArea and Extents layers to corresponding objects
Rename Main Camera to camera_main for consistency
Set camera's Rendering Path to Deferred Lighting

* A message says this is only availabel to Pro version, so it
  probably won't work, but I'll leave it for now as per the tutorial.
Change camera's background setting to black
Change Camera>Clipping Planes>Far from 1000 to 100
Add lights_baked from imported prefabs
Create 3 point lights in unlit room

* Change colour to yellowish
* Set range to 8
* Lightmapping is "BakedOnly" for performance
Move new point lights to lights_baked in hierarchy
Change RenderSettings

* Fog Color = purplish
* Fog Density = 0.04
* Linear Fog Start = 3
* Linear Fog End = 24
* Ambient Light = black
Change QualitySettings and Lightmapping

* Quality is set to 'Beatiful' for Web and PC/Mac/Linux although
  this may need to change later if settings too high for my laptop.
* Lightmapping Mode set to Single Lightmaps, as Directional Lightmaps
  are only available to Pro licence holders
  + Some options from tutorial not available for Single Lightmaps mode
  + Quality = Low
  + Ambient Occlusion = 1
  + Max Distance = 0.25
  + Contrast = 0
  + Resolution = 30
  + Padding = 2
Bake Scene

* Lightmap gets baked into (applied to) textures within Scene
* Lightmaps stored in new folder: Assets/Scenes/Stealth/
Create directional light: light_main_directional

* Tag: MainLight
* Set a dark grey colour
* Shadow type = Soft Shadows
* Bias = 0.01 (how far from object a shadow is drawn)
* Softness = 4 (how soft shadow edges are)
* Softness Fade = 0.8 (fadout speed of shadows)
* Culling Mask modified to exclude Extents. These are the layers
  illuminated by the light.
* LightMapping = RealtimeOnly (we don't want the light to be baked in)
* Set Rotation to (45, 305, 0)
Create directional alarm light: light_alarm_directional

* Create by duplicating light_main_directional but with changes below
* Tag: AlarmLight
* Set a dark red colour
* Intensity = 0 (initially, the alarm light will be off in the Game)
* Culling Mask modified back to Everything. All the layers will be
  illuminated.
Merge branch 'lighting'