Test commit, added AI_testing scene

Just testing to see if this works - the only file I've added is a scene
called "AI_testing" that will be used for developing AI scripts
added random movement script, updated heldObject script to update movement nicer
TEST FOR EVA
test
Merge branch 'Develop' of https://github.com/AndrewBrough/projectmidnight into Develop
started level 01 scene, added a bunch of model files.
Merge branch 'Develop' of https://github.com/AndrewBrough/projectmidnight into Develop
Level 01 Geometry built. FBXes included, but it needs work. Some materials are displaying poorly or invisible, despite having had a basic lambert in maya. Will be fixed soon, will just update asset to fix.

Also changed the camera height in this scene, will need to be finalized later. Camera was too high based on level scale.
Level 1 built out, with working geometry, lighting, tables, chairs, pedestals. Some power cells are placed, but there's at least one missing still. Be sure to only use objects from the GameObject folder in the editor, unless building a new prefab.
added single door with animation, deleted old level files
removed 64 mb of stupid demo files
AI in progress
Merge branch 'Develop' of https://github.com/AndrewBrough/projectmidnight into Develop
fixed pickup script
Added a bunch of scripts and stuff

-cameraFader has been replaced by cameraEffectHandler
- you should extend GameBehavior instead of MonoBehavior
- added worldManager singleton; if you want to access something in the
singleton, extend GameBehavior and use "world.player" (for example).
WIP - loading bay level
Merge branch 'Develop' of https://github.com/AndrewBrough/projectmidnight into Develop
Triggers up the 3c complete, issues with power cells
Mechanics up to Office room complete (please look forward to a complete commit early tomorrow). The following general things have been added:
- TriggerDoorPowercell, a general script to handle doors triggered by powercells, to be added to a trigger on the podium

Notes:
- When adding powercells, make sure that the cylinder and cube that is part of the cell is also tagged "powercell"
- The player currently starts near the office door
- For development purposes, all triggers BEFORE 3a have been disabled
Final mechanics for level 1 commit! Andrew, I couldn't find the pedastal or power cell for the elevator part, so I assumed those are forthcoming and the mechanics stop at turning on office lights.
Notable changes/additions:

- added a tag, "TriggerLight", to be added to lights that can be triggered. This allows us to iterate through all lights with that tag, and turn on large numbers of lights based on tag/name