Completed switch from old to new config system.
Changed config load process to apply a delta over the default config, so missing values are restored.
First round of tweaking block shapes through out the game. Mostly just adding symmetric collisions to some different block shapes.
Made normal displacement of the water dependent to the viewer's distance. This should reduce noisy artifacts.
Tweaked water rendering.
Tweaks water rendering.
Adds fix for blocks adjacent to animated blocks. Commented it out though, since it causes a massive amount of faces to be drawn additionally (which absolutely ruined the FPS for me).
Merge #451 from @AWFeldick - block shape tweaks
Adds support for shader permutations and splits rendering of solid and transparent geometry into two render targets. Also...

* Fixes that SSAO was visible behind transparent geometry
* Fixes that the scene had to be rendered once more for refractive effects
* Adds support for fading of water at the shore (simple depth test when merging the transparent and opaque RTs)
* Improves overall performance due to the removal of costly shader-stuff thanks to the shader permutations
Tweaks rendering related things (water, blur, ...).
Tweaks various rendering related parameters and adds a new render pass which combines the transparent and the opaque RTs.
Dramatically speeds up automatic HDR exposure update using double buffered PBOs and cleans up some variable names.
Reactivates dynamic HDR eye adaption for the lowest graphics setting.
Adjusts alpha test reference value in chunk shader.
Tweaks water fading at shores.
Fixes #453.
[intern] using slick (236) and lzma(1.2) from maven repos
[fix] add missing additional maven repo for subprojects
Minor Checkstyle fixes
Adds support for dynamic chunk shadows via shadow maps and adds the new "Uber" graphics quality setting in that regard ("Uber" enables the water simulation plus shadows, light shafts are available with "Insane").

* Fixes torches in combination with meshes
* Adds new orthographic camera for the shadow rendering
* Tweaks non-ocean water
* Renames Shader class to MaterialShader
* Removes strange camera modes from the material shader
* Adds (currently deactivated) shadow support to the mesh and dropped item renderer
* Tweaks various other rendering related things
* Disables alpha blending of chunk elements until further notice
Adds missing interface implementation.