Refactored the entity system to be **property-driven** with automatic `On<Property>` change handlers.
Added improved `Bridge.Entity.SetOnCreate` support so clients can identify and attach logic to **server-created entities** based on properties.
Introduced standardized default properties on `Bridge.Entity.Create`, including:
* `freeze` (defaults to frozen)
* `invincible`
* `targets`
* `attach`
* `anim`
Added exported helper functions for all of the above to allow runtime updates after creation.
Refactored client entity spawning to handle missing models and improved coordinate update sensitivity. Removed model assertion from server entity creation. Enhanced resource start event handling for both server and client. Updated stash and target behaviors to support additional properties and better zone handling for entities without spawned objects.
Standardizes the use of the 'invoked' property for entities and behaviors, ensuring behaviors are scoped per invoking resource. Updates behavior registration, retrieval, removal, and cleanup logic to support resource-specific behavior tables, improving modularity and preventing cross-resource conflicts.
Discarded entityactions: was not used and bloat. Need a new system that handled networked entities static vs dynamic (non-moving non networked vs moving networked)
updated target to improve performance on canInteract. It seems that the target systems spam this function. Using a state and checking every second instead of allowing spamming
Added ClientEntity.ChangeModel
added function to get a local offset world position from a point
updated entities to automatically process next queued action without needing to call processnextaction
Added client freeze, circle, and bobupanddown for client/rebound entity manipulation