Bunch of LOD optims:
- The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells
- Camera and player positions are read once per frame instead of by every LOD member
- Static LOD members cache their grid position
- Mesh and renderer LODs skip their update while their distance stays between the same LOD distances
Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)