Added warning messages about threads failing to shutdown
Changed component scan on chunk load
- If a palette is used, the palette is checked
- Otherwise, the block full state array is checked
- A full x/y/z scan is only performed if ComplexMaterials are detected
Removed remapping palette twice on chunk save
Added Message channel type send queues

- Message encoding is now handled off the main thread
-- This starts when the player is associated with the session

- Each Message has a .getChannelId() method
- Messages with the same channel id use the same queue

- The queue system is

-- NetworkSendThreadPool
--- Contains 16 NetworkSendThread instances
--- Each player is assigned to one of the 16 based on hash(entity id)

-- NetworkSendThread
--- contains up to 8 threads (one per channel)
--- two channels with the same value for (id & 0x7) will use the same queue
--- channel threads are only created if that channel is used at least once
--- threads are daemon threads
Proper shutdown for network send threads
- no long daemon
- flushes queue after being interrupted
- scheduler interrupts pool before ending main thread
Added name for region file manager timeout thread
Add "dumpthreads" command
- This dumps that stack for all running threads to the console
Merge pull request #2079 from Snaipe/master

Fix the PreCommandEvent being called before the command lookup. Fixes SPOUT-92
Thread safety changes
Log lock
@Afforess assumed me it would be ok
Fix sprite using batch
Batch are flushed after .end() call, so, you can't add data after that.

Signed-off-by: L5D <cholley.thibaut@gmail.com>
Merge pull request #2080 from L5D/renderer23

Fix sprite using batch
Setup physic shapes correctly
Aggregate batch with gl3 & gl2

Signed-off-by: L5D <cholley.thibaut@gmail.com>
Merge pull request #2081 from L5D/renderer23_1

Aggregate batch with gl3 & gl2
Begin refactor mesh/batch/render effect.

Signed-off-by: L5D <cholley.thibaut@gmail.com>
Merge pull request #2082 from L5D/renderer23

Begin refactor mesh/batch/render effect.
More info for physics exception in region
Updated shutdown sequence