Created TestScene for Pathfinding

test scene is main scene with most components turned off
Setup Basic Pathfinding Scene

Added pathfinding dependencies, setup basic scene.
Added Seeker AI to follow player

Seeker can target any gameObject by a position, updates in real time
Seekers now swarm player

basic swarming of player by enemies
Added Fences and Gates to the Pathfinding Scene

Some AI chases the player, and it can be tested that they can follow a
player through gates fine.

A different AI chases a lure enclosed by 4 fences. Right now it waits
patiently once its gotten as close as it has, but I’m going to make it
attack that wall eventually.
Updated Pathfinding to Include Maze, Obstacles
Made adjustments to A* to prevent getting stuck on walls

* Fences were given a bigger collision mesh

* AI-agents have slightly bigger mesh as well (for local avoidance)

* adjusted gridGraph node size for maze (most sensitive to getting
stuck). At .5 now, but this limits the size of our grid.

* Will look into only making grid in local space
Baked Nav Mesh into scene

The Nav Mesh will allow for basic navigation throughout the map.

Warning, its pretty large!
Using NavSelector for agents outside of the grid Graph

still need to implement switching between the two
Merge branch 'pathfinding'

Conflicts:
	ProjectSettings/TagManager.asset
Added local changes to wolf and fence prefabs
Merge branch 'master' of https://github.com/menohack/Vera

Conflicts:
	Assets/TerrainMeshVersion.unity
	Vera.userprefs
Revert 835d1b7..9bbf19f

This rolls back to commit 835d1b77f3014c5b999e0a42f77f0b9a467e14c0.
Magic