Added PBR library Lux
Compiled in Unity
Removing Lux submodule
Adding Lux to repo
Changed movement, added shooting
Made prefabs for building levels.
Stuffff
Fixed Ship Modules
Clean up
Merge branch 'master' into topdown

Conflicts:
	Assets/Blood Decals Mesh.asset.meta
	Assets/Materials/Blood Splat.mat.meta
	Assets/Materials/Bullet Hole.mat.meta
	Assets/Materials/DockedShipCloak.mat.meta
	Assets/Plugins/Decal System/Documentation.meta
	Assets/Plugins/Decal System/Documentation/DecalSystemAPI.zip.meta
	Assets/Plugins/Decal System/Documentation/Reference.pdf.meta
	Assets/Plugins/Decal System/Scripts.meta
	Assets/Plugins/Decal System/Scripts/Decals.meta
	Assets/Plugins/Decal System/Scripts/Decals/Decals.meta
	Assets/Plugins/Decal System/Scripts/Decals/Decals/DS_DecalProjector.cs.meta
	Assets/Plugins/Decal System/Scripts/Decals/Decals/DS_DecalProjectorGroup.cs.meta
	Assets/Plugins/Decal System/Scripts/Decals/Decals/Renderer/DS_DecalsMeshRenderer.cs.meta
	Assets/Plugins/Decal System/Scripts/Decals/SkinnedDecals/DS_SkinnedDecalProjector.cs.meta
	Assets/Prefabs/Raptor Prefabs/Upgrades/Attack Upgrade.prefab
	Assets/Prefabs/Raptor Prefabs/Upgrades/Health Upgrade.prefab
	Assets/Prefabs/Raptor Prefabs/Upgrades/Stealth Upgrade.prefab
	Assets/Scenes/BuyMenu.unity.meta
	Assets/Scenes/shadertest.unity.meta
	Assets/Scenes/shiptest.unity
	Assets/Scripts/Post/ScreenSpaceReflections.cs.meta
	Assets/Scripts/Raptor Scripts/Enemy.cs
	Assets/Scripts/Raptor Scripts/Enemy.cs.meta
	Assets/Scripts/Shaders/ScreenSpaceReflections.shader.meta
Fixed Colliders for decals on Modules
Fixed CA diffusion + improved Planning NPCs

Following sounds isn't working well. Also sometimes they get stuck chasing the player because they can't reach their target.
Grid Tweaks
Tweaks
All kinds of stuff
Need this so raycasts don't hit triggers
Stuff
Merge remote-tracking branch 'Raptor/SentryCamera' into ericsworkingbranch
More stuff
Fixed Guard, Doors Triggerable, Fixed Picking Up Collectibles

Guards don't notice the player when they're knocked out.
Doors can be triggered by other triggerables.
The ineraction raycast now ignores the "Enemy" (player) layer so that close collectibles can be picked up.