added a trigger volume where you can collect things
changed hoarded item list to a Dictionary and made a prefab folder with the lair as the first prefab
Merge pull request #25 from LochNeffMonster/HoardLair

Hoard Lair and Valuable components
Added assets (+prefabs) and updtd scoreTestScene

- Added all items from Monday night
- Created a demo house
- Prefabbed all of the items
- Set up scene for testing score. (alpha-ready imo)
Added more assets

These are all things I made this evening.
Added Waypoints for Patrolling NPC's

You can now add waypoints that an NPC will move towards
unfortunately there is no pathfinding involved so they will run through
walls to get to the waypoint.
Fixed waypoints so that it uses the navmesh

npc uses navmesh to go between waypoints. Can navigate through and
around objects and buildings that have been added to the navmesh
Merge branch 'Working-on-Nav-Meshing-and-AI'
Many changes

GUI crosshair added
Object grab distance shortened and object follows crosshair more quickly
Running into an object with the player now moves the object
The cursor now locks to the screen upon game entry and unlocks with escape
Object picks up from center of screen (crosshair) rather than from the mouse
Modified the light in the level
Added a tree to play with the tree generator
Merge pull request #33 from lazrcat0/GrabTweaks

Changes to pickup system + some tweaks
Crosshair GUI update

Changed the crosshair color when looking at objects that can be picked up.
Moved some scripts around for organization.
Player Detection Script

Detects the player, includes FOV and Distance
[New Scene] Sentry animations test

This scene has an animation FSM working with our sentry model. Use "F"
to make him walk forward. Combining this with Andy's AI shouldn't be too
hard -- I can do the implementation once his AI is ready.
added a physics sound component and audio clips, added the component to various objects and a nighttime sound to the player prefab
reverted player prefab to avoid conflicts, and used night sound only in my test scene
added gamestate and timer to show how much time is left in the game
Merge pull request #41 from LochNeffMonster/PhysicsSounds

Physics Sounds
Merge pull request #43 from LochNeffMonster/Timer

GameState and Timer
Player detection is there.
Merge branch 'Player-Detection'