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.
Adding display names to oak trunk and oak sapling blocks.
Ongoing work on growing trees that will be moved to a separate modules.
When an entity is created, its components can be modified, added or removed.
When "default" (most likely test) inventory is generated, an event is sent first to allow preventing this.
Added event that allows to draw on overlay over an item in inventory.
UI element that connects to slot in inventory can now be configured as "ghost" - does not remove the item from source inventory when an items is dropped into it, and does not add item to transfer slot, when item "taken" from it.
Information about the tool (item) used to destroy the block is now passed through multiple events to have access to it when deciding what blocks/items to drop.
Moving the world entity generation to before the world initialization. Added event to tree generation setup that allows mods to override the default tree generation with its own, or cancel it entirely.
Moving growing trees to separate module.
Moving growing trees to separate module.
Block damage is now drawn in the shape of the block.