Interpolation v2 (#1516)
* Test
* Clean up - use TransformInterpolate class
* Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
* Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
* Fix to allow interp property to be set by GameObjectHeader
* Serialize the interpolation bool with GameObject
* Combination of fixed update interpolator and networked interpolation buffer. Working nicely
* Some cleanup
* Some extra docs + let's call it Query to match the other class
* Use Time.Now
* Restore backward compat LerpTo
* Cull after, ensure move direct to last tx if query out of time but entries remaining
* Fix formatting
* Tiny tidyup
* Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
* Actually enable it
* Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update