Reworking guards with State Machine

My attempt to make GOAP faster failed so I'm going back to the original state machine with the new actions. I might make the state machine hierarchical.
State Machine Guards

Guards now use a simple state machine instead of GOAP. The noise following states are missing right now.
Fixed guard death and 2048

There was a bug where guards died eternally.

Finished implementing 2048. Still need to add it to the map terminal/set up how map parts are awarded.
Need to commit more often
Merge remote-tracking branch 'Raptor/topdown' into ericsworkingbranch

Conflicts:
	Assets/Scripts/CargoShip.cs
Merge remote-tracking branch 'Raptor/nickscoolbranch' into ericsworkingbranch

Conflicts:
	Assets/Scripts/LevelSelector.cs
	Assets/Scripts/Raptor Scripts/RaptorInteraction.cs
Fixed some stuff
2048, Prison Ship, Quality Settings

Integrated 2048
Improved prison ship (there are some weird occlusion issues with lights)
Set default quality level to fastest
Turned off shadows on a light in the cargo ship.
Merge remote-tracking branch 'Raptor/ericsworkingbranch' into nickscoolbranch
Options and more tutorial

Changed night vision to use rebindable keys
Remove Glow Quality and added Unity Quality settings to options screen
Added hacking tutorial text, but still need to set up the terminal
Moved navmesh stuff for my level to the Scenes folder