Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it
Fix transforms on dynamicsceneobject
Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance
Add MeshBuilder2::WithInstancedTransforms to add per-instance transform info to the input layout, does not change the data structure of the layout but makes transforms be ellegible with them programatically