Deleting the PlanarMirror component from scene crashes - bug fix
ECEditor enables an Edit button for assetrefs that cannot be edited - fixed #66
Clicking on a texture in the Texture preview editor hides it from view - Fixed #206
The Highlight component does not display on scene startup - fix #164
The Highlight component disappears if mesh material is changed - fixed #165
README.md: Remove mention about building Tundra on Windows using the pre-built dependencies as the dependencies have been deprecated a long time ago and we have no time to maintain them.
Formatting for README.md
Even more README.md formatting...
Fix crash on Mac (at least there) when existing texture or skeleton assets are reloaded. Note: AsseAPI should probably take care of this to avoid these kinds of bugs. It already knows when an existing asset is being loaded with newly fetched data.
Beginning to work on /tools cleanup (#613). Starting with the most trivial stuff (installer-related and and misc. files) that doesn't require tons of changes to build scripts. Delete outdated (uses client and server executables) js-viewer-server.bash.
Move Windows build file mods to their own dedicated directory (re: #613).
Deprecate Scene::GetWorld() in favor of Get-free Subsystem(), does not break existing code.
Pull symbols from Physic namespace (which will be removed at some point) to global namespace by using using declarations for nicer looking usage.
OgreModuleFwd.h: add using OgreRenderer::OgreRenderingModule; typedef OgreRenderer::RendererPtr OgreRendererPtr; and typedef OgreRenderer::RendererWeakPtr OgreRendererWeakPtr; so that we don't need to use the horrendous full qualifiers.
Add Get-free module getters to Framework.
TundraProtocolModuleFwd.h: add "using TundraLogic::TundraLogicModule;" (but not for other classes for now as "Client" and "Server" are rather ambiguous in global namespace).
TransformEditor: use QPointer for editorWidget in order guarantee that the widget pointer doesn't turn into garbage and cause crashes.
Update SkyX lights immediately after creation to ensure initial light position if time multiplier is 0 and time is never changed. Light update refactored into a private function.
Print warning in RemoveAllEntities if entity map is not clear after remove loop. Should never happen.
IComponent: add static helper functions for removing/adding the infamous "EC_" prefix from/to component type name.
Utilize the component type name helper funcs.