Fixed the bullet speed. Bullets now destroy when hitting walls. Added Tube for the end of Level 1-1 that triggers when all squad members are present.
Commit for bug testing
Level 1-1 in progress
Hotfixed pathing issues.
Level1-1 in progress, again.
Merge branch 'develop' of github.com:yash3ahuja/CS496-CovertProtocol into develop
Level in progress...
Read Below

Fixed bullet collision bug.

Separated the scene into three layers: foreground, background, default.
Background doesnt interaction with foreground.

Revamped Vision a lot. It now also hide objects in rooms the squad is
not in.

Bullets are shot in the foreground layer.

Other minor things.
Wrote down another method of calculating distance to waypoint line. Will consult Dr. Kang on the correct way of doing it.
Merge branch 'develop' of github.com:yash3ahuja/CS496-CovertProtocol into develop
commit

daoudniufhneaoilfh alnyashsucks
Merge branch 'develop' of github.com:yash3ahuja/CS496-CovertProtocol into develop
Fixed lag when pathfinding.
Read Below

Added in several objects in scene.

Interactable elevator exists. Added extra function called Enable, which
adds the interactable tag to object and makes it usable.

Added extra gametag function which allows adding a game tag to a object
on runtime.

Made sure that all right clicks work only on interactable tagged objects

Renamed some minor things
updated soldier controler, 2 of 3 tape are done, tankbot , robot, turrent, and elevator are done
Merge branch 'interface' into develop

Conflicts:
	Assets/Level Assets/Elevator/Elevator.controller
	Assets/Level Assets/Elevator/Elevator.prefab
	Assets/Level Assets/Elevator/elevator_close.anim
	Assets/Level Assets/Elevator/elevator_open.anim
	Assets/Level Assets/Robot/Clips/Robot-Death.anim
	Assets/Level Assets/Robot/Clips/Robot-Hover.anim
	Assets/Level Assets/Robot/Controller/Robot.controller
	Assets/Level Assets/Robot/Prefab/Robot.prefab
	Assets/Level Assets/Tank Robot/Clips/TankBot-Arms.anim
	Assets/Level Assets/Tank Robot/Clips/TankBot-Death.anim
	Assets/Level Assets/Tank Robot/Controller/TankBot.controller
	Assets/Level Assets/Tank Robot/Prefab/TankBot.prefab
	Assets/Level Assets/Tape/Clips/TapeNorm-Attack1.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Attack2.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Attack3.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Climb.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Death.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Idle.anim
	Assets/Level Assets/Tape/Clips/TapeNorm-Walk.anim
	Assets/Level Assets/Tape/Controller/Tape.controller
	Assets/Level Assets/Tape/Controller/TapeMask.controller
	Assets/Level Assets/Tape/Prefab/Tape-Mask.prefab
	Assets/Level Assets/Tape/Prefab/Tape-Norm.prefab
	Assets/Prefabs/Fog/FogTrigger.prefab
	Assets/Scenes/DevLevelInterface.unity
	Assets/Scenes/DevLevelVision.unity
	Assets/Scenes/Level1Section1.unity
	Assets/Scripts/Controls/MouseController.cs
	Assets/Scripts/Interaction/AbstractInteractable.cs.meta
	Assets/Scripts/Interaction/InteractableElectronicDoor.cs.meta
	Assets/Scripts/Interaction/InteractableManager.cs
	Assets/Scripts/Interaction/InteractableObject.cs
	Assets/Scripts/Vision/ChangeRoomFog.cs.meta
	Assets/Scripts/Vision/VisionManager.cs
	Assets/Scripts/Vision/VisionTrigger.cs
	Assets/Soldier Assets/Clips/Attack.anim
	Assets/Soldier Assets/Clips/Attack2.anim
	Assets/Soldier Assets/Clips/Attack3.anim
	Assets/Soldier Assets/Clips/Climb.anim
	Assets/Soldier Assets/Clips/Death.anim
	Assets/Soldier Assets/Clips/Soldier_Activate.anim
	Assets/Soldier Assets/Clips/Soldier_Elevator.anim
	Assets/Soldier Assets/Clips/Walk.anim
	Assets/Soldier Assets/Controllers/Soldier.controller
	Assets/Soldier Assets/Prefab/Soldier.prefab
Changed aggro functionality a bit and added in the highlighting functionality. However, there needs to be some changes in the Alert functionality to account for the new changes. Neil should handle this. Additionally, there seems to be some bugs in the selection code that need to be addressed. I will soon be working on an actual pathfinding fix, as opposed to a hotfix.
Read Below

Commented out A LOT of debug statements

Added new interactable type. InteractableTrigger. It takes in one object
as an argument. When interacted with, it has one option "interact" which
disables/enables the ability to interact with the gameobject.

Used new interactable in place of certain consoles on level 1 section 1.

Fixed all graphical selection bugs (selection was already working
before.).

Vision stuff uses visionpointer script now. Vision pointer should be
attached to game objects at the highest level of a hierarchy. It takes
gameobjects as arguments. All game objects used as an argument will be
hidden/reveals at the appropriate time.

Hacking interactions.

Added a placeholder generic aggro function to enemybehaviorcontroller.

Added new util function to switch the sides of an interactable from
squad to enemy, and vice versa.

Add linked and triggered to the options selectable in interactable.

Added a warning for using either of the two aforementioned interactable
options without attaching the script.