move paths between tiles at fixed intervals instead of calculating when they change tiles
make map hack work in multiplayer
snipers may only shoot units in direct visibility when using map hack
move TileMoveEvt logic into TileUpdateEvt
fix nested non-live paths
fix sharing paths while time traveling, close #44
move GoLiveCmdEvt logic into Player.updatePast()
refactor go live code
move unseen update loop out of main tile update loop
only draw other players' paths that think they're seen
support time traveling in multiplayer, fixes #26
better vis check for other players' paths that works during map hacks
add Path.activeTile() to replace some uses of tileAt()
add tileInterval field to scn_perf_test.json
Merge branch 'refactor-tile-move'

Conflicts:
	Assets/Scripts/App.cs
	Assets/Scripts/SimEvt/CmdEvt/CmdEvt.cs
use activeTile() in attack visibility checks
premature optimization in loop to find target
use latest tile pos of other player's path when removing current player's visibility there
use as instead of typecast when calculating timeSimPast for UpdatePastCmdEvt