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.
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.
commit

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Fixed lag when pathfinding.
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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
Read Below

Adjusted some prefabs.

Changed mouse controller start function to awake function

Added None tag

Removed InteractableTypes enum. It is still used in the Interactable
script. However, The previous interactable script (which all
interactables were derived from) was renamed to abstractinteractable.
The current Interactable script is different, read below.

The new interactable script lets you added it to an object, and then
select from a list of supported interactables (which are represented by
enums).

Removed interactabletype from all interactables

Interactions that used interactable type before now use standard tags

Upon right clicking (interacting with) an object now, your selected
objects will first see if there are any tag specific interactions
related to target interactable. If there are such interactions, then it
will prioritize those instead of the default indirect interaction. It
used the first indirect interaction added this way, but that can be
adjusted later.

interactable entity and object non abstract.

Removed unneeded code in interactablemanager.

Did logic adjustments in interactable manager

Made interactions use GameTag as a target, vs an interactable object.

Fog, vision, etc logic done. Also, was added into made level. Will do
final adjustment (hiding enemies) after sprite are added in. (if
possible)
Minor Stuff

Removed unneeded and broken foglightriggerprefab

Just used the fogTrigger prefab.
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