Line Endings.
Back aggregator for chunk
Fix clean batch in worldrender
Add lock on entity to render it
Use Interleaved VBO (GL 20 only, FloatBuffer only)
Unbind buffer increase performance (apparently)
Changed scheduler to use executor service
- tasks are now Runnables
- ticks are still in stages
- task factories are used to generate tasks
- tasks are submitted and then the main thread waits until all are executed for a stage
- TickStage system has execution thread dynamically updates, rather than set as a final
use 2x cores for main game logic
Use batch in column (1 * 4 * 1)
Check if batch already in toUpdate queue
Clean GPU buffer when release batch
Don't reallocate gpu buffer if already larger
Load Shader of font/texture before use it.
Check OpenGL error each frame
Revert "Check OpenGL error each frame"

This reverts commit 0602e65f74bd27b5b5cf0408e55db6866364f797.
GL11 deprecated, GL30 use interleaved buffer
Seperated out the username a bit more when joining
Signed-off-by: Steven Downer <grinch@outlook.com>
Merge pull request #2163 from NinjaGrinch/master

Seperated out the username a bit more when joining
Add massive checkGlError().
Fix assign texture for GL3
Fix bone vertex shaders not compiling with certain ati drivers/cards
My ati card, and possibly others, have a problem with the following
syntax: array1[function(array2[variable])] Replaceing the variable with a
constant will not cause the issue, but that specific syntax seems to cause
errors with some of the old ATI stuff. It may also be a problem with some
newer AMD cards, but that has zero evidence to back it up.
Signed-off-by: Unknownloner <Unknownloner.Online@gmail.com>
Merge pull request #2164 from unknownloner/master

Change bone vert shader to avoid code causing compiling errors on same ATI cards
Optimise glEnable/DisableVertexAttribArray
Optimise GL2 to call sequence of vbo with same shader.