Read Below

Replaced placeholder code for doubleclick. Now it selects all visible
selectable objects when double clicked. Can be adjusted to only select
certain subgroups of selectables.

Modified quick Right Click logic. Now,  as long as the target is not an
enemy, it will be directly interacted with using default direct
interaction. Direct interactions are generally interactions like the
generic "interact" (using elevator, open door, etc).

Added a "isDetectable" attribute to Avatar

Added hide interaction for squad interactables

Added Aggro function to EnemyBehaviorController. It will change the
aggro bool of the object to true. When an enemy is aggroed, it search
its deaggro radius (which is usually larger then its aggro radius)
instead of its aggro radius for the player. Other minor changes

Removed lots of unneeded code from Security camera. Removed the
animation, replace it with RotateCamera. Read below.

Modified security camera + added related stuff. It now caused the alert
function (new) from the behaviorutil object(new). This causes enemies
within the radius defined to aggro. The objects do not have to be
raycastable, but they can be. After the camera detects, it pauses for
the detection period. After the detection period is up, it keeps
functioning.

Added Alert function and BehaviorUtil (Read below)

Camera has some quirks. It needs to have the 'end' object adjust in
order to increase its range.cones need to be adjusted separately. The
RotateCamera defines how the camera rotates (anchor of camera), not the
main security camera script.

Fixed several mouse controller + interaction related bugs.

Added Elevator interactable/interaction.

Added new Constant (SquadSize ) which should be used to determine the
amount of squad members in user.

Modified elevator to only work if there are at least squadsize amount of
squadmember tagged objects near it.

Modified several interaction names.

Added new Util functions.