Apply entity activation range, the most over hyped commit ever.
Fix orebfuscator enabled log message
Switch back to unbounded queue.
Reorder check for isEmpty, on a ConcurrentLinkedQueue its
 more expensive than would appear.
Break packet reading into states to reduce object churn.
Remove locking in favour of a volatile state variable.
Remove extra disconnect info - confuses people into thinking something is wrong
Please don't spam console every ping.
Make map send speed configurable.
Add engine mode 2
Don't use ender chests or stone as hiding materials
And chests...
Use a compression level of 4 for chunk packets
Allow to occasionally send tab list updates
Use vanilla method - just with toggle
Keep a definsive copy of players for entity activation
Use tab list name to prevent duplicates.
Use more threads for netty to help with lag.
Handle vanished players in tab list
Use release Netty to avoid performance regressions.