|SOURCE|
[Common::GameEntity]
* Added more Move* member functions, as Move itself will become useless once
  an axis is zero, for example, in the case of moving along Z, X cannot also be
  traversed
[Common::Player]
* Added RotateHead to separate the head rotation from the entity's rotation,
  which simply passes the angle and axis to the head camera
* Update calls SetPosiiton, which uses the view matrix from the camera to
  rotate the player's head
[Common::GameplayInputListener]
* Moving the player and rotating the player's head in HandleEvent no longer
  directly manipulates the camera, instead the player is manipulated