Cache local player controller so pawns can be possessed on client
Keep a seperate IConnection list for clients in authing stage so that player state entities etc aren't spawned until they're let into the game
Authed clients spawns a replicated player state entity. Multicast rpc and var replication only sends to authed client list
Make player state a public entity so it can be replicated properly
Remove EntityClass from SaveData, unused
Fix LinePreserve preprocessor error