added solid 1 tile large obsticle, as a separate terrain, Fixes #69
realized it caused a bunch of issues, discussed in #71
as such i decided to roll back nav mesh complexity: Fixes #72
this makes working with nav meshes less time intensive: Fixes #70
additionally arbitrarily moved Enemy (NavMesh2DSeeker) into collision layer 9
player exists on collision layer 5 and level exists on layer 1
player checks for collision on layer 1, enemy does not check for collision at all (see respective collision masks)
removed collision obstacle from player, we need to find a different solution for this down the line (if we need it), maybe a follow up to #35, for now this effectively Fixes #35
NavMesh2DSeeker
) into collision layer 9Related #63, #31