Copying to Plugins folder on build
Registering deterministic game engines automatically
Each event handler is wrapped so if one fails it will still trigger the rest
Fixed prefab update for nonexistent blocks
Removed Type from block placed/removed event args
Added test to check the block ID enum (whether it has any extra or missing IDs)
Added test to place every block on the ID enum
Added test to set and verify each property of each block type (type-specific properties are also set when they can be through the API)
Added support for enumerator test methods with exception handling
Replaced typeToGroup with GroupToConstructor
The block object's type is determined by the exclusive group instead of a type parameter
Removed the Specialise() method, the API should always return specialised objects
This fixes the not supported exception but not the game crash that follows
Added a way to store block groups as blueprints
Blocks can be added/removed from block groups, although it doesn't work well atm
Added some patches to the test class in an attempt to debug an unrelated issue
Added a command to test placing a block group
Added a SelectedBlueprint property to the Player class
Added an event for placing and removing blocks
Added a class to wrap event calls in a try-catch
Removed BlockDoesNotExistException
Made Block.GetSimBody() return null if block doesn't exist
Made GetBlockInfo() always return a reference without needing it as a parameter
Fixed Color property
Added CustomColor property for temporarily setting any color
Added API for adding more information on the debug display (not object-oriented yet)
Removed the setter for block type to ensure stability
Made the block API return defaults if the block no longer exists
Added property to check if the block exists
Made a struct for the block's color property
Added missing block IDs