Adding screwdriver.
Simplified chunk load/unload process, removing the "ready" check on surrounding chunks.
Fixed deflate to happen before chunks being marked complete.
Added a system to detect problems with chunk load/unload events.
Fixed some bugs introduced with the cleanup.
Gates can now be rotated and are placed based on placementSide.
Signal on and signal off delay timer gates.
OnDelay and OffDelay gates also work.
Introducing signal network processing delays.
Trying to apply a better code to gates - gates can't change their signal more than configured time.
Prefab inheritence should work properly.
Prefabs now support a "removeComponents" list property of components to remove from their parent.
Prefab loading is now handled much more by the asset system.
Fixed cleanup of memory when returning to the main menu, including a number of memory leaks.
Fixed a dubious location where multiple threads were changing an unsynchronized set.
Added logging when accessing unloaded chunks through the world provider (or with a height value out of range)
Renamed isBlockActive to isBlockRelevant
Added support for axis-specific symmetry to the Terasology blender plugin.
Improved symmetry handling in BlockShape.
Fix for a case where a chunk is loaded twice.
Reverting some previous changes, as the lag avoiding will be introduced by limiting how often a gate can change its signal.
Preparation to introduce gate signal change interval.
Gate can change its output signal only configured time after last time it has changed its signal.
Setting the minimum times between gate signal change to 500ms.
Gates are correctly recalculating their signal, after being rotated.
Time delay for OnDelay and OffDelay can now be configured. Event gets sent to server and processed on the server.
Signal Delay gates pictures.
Fixing issues with gates rotating.
Improvements to time handling:
 - Long ticks are now broken up into subticks for component system processing
 - Really long ticks are capped
 - Game time now reflects the sum of deltas.
 - World time is now in ms of relative time, so a day in world time is the same number of ms as a realtime day.
 - Various interface cleanup.