The client entity now determines chunk relevence. It is attached to the player's character when they are alive.
Fixed unit tests.
Improved behaviour of LocationComponent when attached/detatched from a parent
Added a Location system to handle the destruction of location components.
Added proper handling of errors hosting a game - reverts to single player mode and displays an error.
Fixed server/single player changing view distance.
Fixed dropped chest losing contents.
Fixed bug causing wasted creation of chunk meshes.
Switched to LWJGL 2.9.0 and Java 7.
Some refactoring.
Removed DroppedItemRenderer, changed dropped items to render through standard mesh renderer.
Fixed picking up dropped items.
Improvements to path management
 - Now splits out home directory (for saved data and mods) and install directory
 - Home defaults to being in an appropriate user home directory
 - Now using JNA to discover the Saved Games directory under Windows Vista, 7 & 8, to use as the default home directory.
 - Added commandline options -homeDir= and -homeDir to specify the home directory or use the working directory respectively.
This allows running multiple copies with different home directories for improved local testing of multiplayer.
Terasology now looks in both the home and install directories for mods.
Updated protobuf and netty.
Partially implemented client identity and authentication.
A server certificate is generated for the user on first run of Terasology.
When a client joins a server for the first time, they are provided an identity for use on that server.
Disabled compression temporarily (need to work out a bug causing some data to be lost)
Implemented the second half of the authentication process - authenticating with a previously provided certificate.
Added timestamps to the handshake messages.
Cleaned up authentication code.
Fix for server message compression.
Added some initial support for persisting players when they leave the game and restoring them on return.
Added fix for handling of null audio manager (sounds load through the current manager).
Further developed TerasologyTestEnvironment (for unit testing in an ingame-like setup)
Some refactoring of packages
Some improvements to TerasologyTestingEnvironment
Moved EntitySystem benchmarks into benchmark code.
Refactored and added some javadoc to the network classes and interfaces
Changed the serialization system to not handle unknown types as MappedContainers automatically - now an annotation is required to activate this functionality.
Disabled MiniaturizerComponent and related systems due to not really being a valid component, for now.
Integrated AddedComponentEvent and RemovedComponentEvent. Tweaked a couple of event handlers to use these rather than OnDeactivated or OnActivated.
Fixed some bugs restoring a character away from the origin.
Beginning to set up the Owns annotation.
Player inventories are now correctly persisted and restored when they disconnect/reconnect, via the @Owns annotation
At the moment there are two types of ownership - the @Owns annotation and the owner field in the NetworkComponet - ideally these two concepts will be combined in the future.
Tweaked how Class/Field metadata works a touch
The @Owns now has the following additional functions:
 - Any entity in an @Owns field will be network owned by the entity with that component
 - Any entity in an @Owns field is destroyed when its owning entity is destroyed.
Fixed a bug from the last commit with field metadata not using getters/setters
Removed unnecessary multiple-engine-classpath support.
Added a serversideOnly field to modinfo.txt
Moved all the components, component systems and events in those respective packages to better locations.
Added the ability change a block without changing the block entity.