Cleaned up slot container interfaces
Made it easier to delete range of callbacks
Player View Box, Spatial Provider stripped of container system.

Players are now given a ViewBox object which will spawn objects which
enter collision with it, and destory objects which leave collision with
it.
VIEWING_RANGE is now 150 (testing purpouses).
Removed ContainerInterface from SpatialProviderInterface.
Some temporary work arounds exist, one such is passing a view box to
UpdateObject (these view boxes will be directly attached later)
LoadContainedObjects commented out in all locations.
Character creation items are commented out.
Added an option to prevent splitting an application into app/library. This is helpful for example projects etc that aren't going to be directly unit testing their code.
Store the packed version of sequenced messages
Handle rollover's in invalid sequence checks.
Contained objects are now added, removed and updated in the quadtree.

The current method is setup to add all contained items to the quadtree,
update them and remove them along with the parent. Stripped more
container junk out of the Spatial Indexing.

This method however creates a problem where people will appear without
clothes because the inventory objects and/or containment message is
being sent before the player (because we can't guarantee that the player
object will hit the view box before contained objects). This can be
fixed either by ensuring the update containment messages are sent after
the parent object and all contained objects have spawned or by instead
of inserting contained objects into SI we "look inside" containers when
we hit them with spatial queries (however, this creates another set of
problems)

DataTransformWithParent is still disabled. Disabled
finite_state_machine.cc (a break is caused, probably due to threading
issues of my own doing)

No more "loading objects" stalls, or "packet spamming" from the server.
Take Object's by const& where applicable to prevent unnecessary increments.