Removed dirty flag from Quaternion.
There don't seem to be any effects on performance (though I'm not sure this was actually used in any example/test code path - so far quaternions are used just for animation interpolation and even there they were always dirty, and also just updated during JIT baking). Also some more code cleanup - no need for Mesh to have own "update" as now it was exactly the same as its parent Object3D.
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