Introduction of Asset and AssetData split. Existing assets currently use CompatibilityHackAsset base class to allow their use until they can be refactored.
Converted audio over to the new asset structure.
Tweaked the default block family factory.
Added a DoNotAutoRegister annotation for components and events, primarily for use in unit testing.
Converted prefabs across to the updated asset structure.
Some small updates to the math and client classes.
Added missing copyright notices.
Changed generateAsset() to register the asset into the asset cache.
If a generatedAsset has the same uri as an existing asset, the existing asset is reloaded with the new data instead.
Moved textures over to the new asset structure.
Converted Font across to the new asset structure
Switched shaders across to the new asset structure.
Moved Materials across to the new asset structure.
Moved Mesh over to the new Asset structure.
Fix for material loading.
Moved SkeletalMesh over to the new asset structure.
Moved Skeletal Animations over to the new asset structure.
Moved BlockShape and Tile across to the new asset structure.
Remvoed CompatibilityHack - work is now complete.
Removed System.out.println() statements
Cleaned up unit tests.
Merge remote-tracking branch 'upstream/multiplayer' into multiplayer
Adapting to new API version of WorldTime and rotating of gates fixed.
Optimizing the systems. Preventing the SignalDelayedActionComponent being removed on gate rotation.