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Improve incrementality of transform propagation updates for siblings #4647

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@cart

As of #4608 (for legitimate correctness reasons), adding or removing any child now results in recomputing the transform hierarchy for every sibling. This is extremely suboptimal for large scenes. For example, despawning a single "house" entity in a scene with thousands of houses should not recompute the transform for every house (and the things inside of it). Given that transform propagation is often a bottleneck, fixing this should be a priority.

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    A-TransformTranslations, rotations and scalesC-PerformanceA change motivated by improving speed, memory usage or compile timesP-HighThis is particularly urgent, and deserves immediate attention

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