Generated oak tree has now branches which connect to each other parts of the tree.
Refactored block dropping, so it allows dropping items (non-blocks) as well.
Systems can now dynamically inject new Components, prohibit adding of Components or modify Components for entities generated based on prefabs, effectively allowing to override/extend base behaviour.
Information about tool (item) used to destroy a block is now passed all the way down to the system that drops the items from destroyed block.
Added event that allows to modify the icon displayed in any inventory.
Making the component extending/overriding for entities generated from prefab actually work.
Modified how the growing Oak trees are built.
Restored default growing speed of trees.
Growing Oak trees are the only ones generated.
Work around for a framework bug - logging the error.
Trees grow only into replaceable block.
Revert the change.
Entities created can now have their components added/modified/removed while they are being created.
Durability bar rendered - I'm a moron for getting it wrong the first time.
The EntityBeingGenerated now sends BlockUri of the BlockFamily not this specific block.
Inventory cells can now be "ghost" - do not allow moving items into it and out of it, but "copies" whatever is put into it.
Removing the starting inventory.
Reverting InventoryComponent to have it's itemSlots package protected.
Increased the growth safety distance to avoid trying to set block in an unloaded chunk.
Generated saplings get through at least one generation after spawning.