This property tells how the entity should behave when put into
different modes. Currently we only allow for specific transformations
to occur.
The mode specifications are registed in properties where "mode-" forms
a prefix, and the mode a suffix. For example, "mode-planted".
This also does away with the "plantable" property.
When the "suspended" property is applied on individual entities, the
Tick operation will be intercepted for the specific entity and ignored.
If the property is applied to the world entity _all_ Tick operations
will however be suspended.
These tests are truly horrible. You change one thing and then spend
three days just updating stubs in tests. The only possible solution is
to move more and more into stub classes.
Instead of hard coding the shaders we now allow the terrain property to
supplied data about the shaders. This is not optional currently, since
we expect the clients to understand the different layers (like "sand",
"grass" etc.), but we'll leave it at that for now.
Instead of the root entity always being the default one (for new
entities being created etc.) we now can specify another entity which is
the default one.
Started initial work on providing stubs, so that we finally can start to
reduce the amount of code needed for the tests. Some tests are using the
new stubs, but the plan is to continously move more and more code from
the tests over to the stub as they are updated.