Ignore requests to LookAt the entity's current position

This was causing a 180 roll and confusing the crap out of me. Don't do
anything if this was requested as that's really what the code is trying
to say.
Fix fps mapping turning values

Now that I've got the LookAt edge case handled, it was immediately
obvious that I have the turnleft/right values backwards.
Add Euler angle wrapper around Transform's Quaternion

Dealing with quaternions can be frustrating if you're trying to
constrain rotations to a single axis, like yaw or pitch. Euler
angles are intuitive and easily converted into a quaternion when
they are needed.
Pitch and Yaw the view with mouse movements

Events now contain mouse information when relevant. There's a strange
issue where when GLFW figures out the initial position of the mouse to
the new window a MouseMoved event is fired. This was causing my rotation
code to also fire right away, so I'm now just ignoring the first mouse
move event the system fires.
Move input back to the camera for better testing