Added some example code for navmesh navigation for future use with AI
added and organized playmaker and probuilder/progrids
spyder first iteration
moved plugins to /Standard Assets to speed up compilation time
replaced mouse look on spyder with arrow key control
can switch between gadgets
Addable waypoints for the guard AI, beginnings of a state machine.
added ledge detection to keep bot from moving off the surface
Added patrol and alert waypoints, tested obstacles in the nav mesh
Added line-of-sight player detection
Ignoring UnityVS Folder
Merge branch 'Guard_Patrols' into Detection_System

Conflicts:
	ProjectSettings/TagManager.asset
Moved stuff around, enemies are able to walk around and detect player.
Saved overall scene, so maybe changes won't get blown away
switch between player, bot1, and bot2 using 1, 2, and 3 key
Fixed bug in ai script, made enemy prefab
blank
removed playmaker, refactored spyder controls
Merge branch 'prototype_seiji'

Conflicts:
	ProjectSettings/InputManager.asset
	ProjectSettings/ProjectSettings.asset
	ProjectSettings/TagManager.asset