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