Added InputHandler movement subscription methods

Added [Un]SubscribeToMovement to make it easy to add and remove movement handlers
Used a property instead of a method for the InputVector
Fixed a bug in BetterPropertyDrawer

It seems that the property that gets passed to GetPropertyHeight and OnGUI could be different, this caused me issues sometimes. Fixed it.
Add a log method to BetterBehaviour
Fixed a bug in ReadonlyAttribute

Updating the SO at the beginning of OnGUI prevented properties that are before the readonly field from changing their values naturally.
Improved ShowProperty

Added extra protection to CSPropertyDrawer so that now it displays an error message when the property [s, g]etter throws an exception.
Fixed wrong HelpBox size in GUIWrapper

This has been an ongoing-issue, when I first began implementing this, I couldn't get the 'right' height of the help box content. I ended up with ridiculously large numbers so I divided on 11 to get a decent height.
But now it seems the height is small when drawing a HelpBox, removing the division fixed the issue. Idk if it's something I fixed, or Unity in their 4.5
NEW: Added a DefaultDrawer

All it does is gui.PropertyField(property, text); - But it has the benefit of accepting a TWrapper which could be either a GLWrapper or GUIWrapper. This will fix most the ugly gui placement issues in BetterBehaviour since now I could just use GLWrapper everywhere.
NEW: Added a RequireFromThis and RequireFromChildren attributes

This pretty much makes the assertions in Awake/Start/etc redundant. It's also more flexible than RequireComponent.
RequireFromThis requires your reference (Component) from the gameObject your script is attached to. You could tell it to add the component if not found.
RequireFromChildren requires it from the children gos instead. You could give it a path to add the component to if it wasn't found.
New RuntimeExtensions.

GOExtensions: GetChildAtPath, GetOrAddChildAtPath
GenericEnumerableExtensions: AddMultiple
TypeExtensions: GetCustomAttributes<T>, IsDefined<T>

Not sure why git didn't pick the GetCustomAttributes<T> in the xml, anyway it's just a generic wrapper so you could say: member/type.GetCustomAttribute<Whatever>() instead of passing a type object.
BetterBehaviourEditor Refactoring and a bug fix.

- Introduced the "Category" concept (still beta) which will basically allow you to specify your own categories. So you could have all your debug stuff under one category etc.
- Fixed a bug where stuff that unity doesn't serialize gets picked by fields too (so the editor would attempt to draw delegates for ex, ends in a null ref). Fixed that by making the serialization detection logic much more robust (but not a 100% accurate)

(it was hard to separate to two commits)
Made TransformEditor less error-prone

I should mention that the errors that sometimes get caused seemingly from TransformEditor is *not* because of TransformEditor. The errors are internal, complains about the creation of ScriptableObjects. The console gets bloated (999+ errors) I had this very same issue with NGUI's TransformEditor when working previously with NGUI. The error occurs randomly. But it's harmless. Restart Unity and it's no longer there.
NEW: Added a GizHelper

Short for GizmosHelper. Gives you an extra color option for all the Gizmos methods.
NEW: Implemented a nice Hearing sense/system
Added a diagram image for the Hearing system
Added a footsteps emitter to PlayerMover
Updated the rest of the AI system to adapt to all the new changes/additions.
Added some test sounds.
Prefabs folder with a test prefab