Greatly simplified the addition of new biomes to the default world
Fixed setBlock not using the location-specific version of getLightOpacity()
Fix patch fuzz
Fixed GuiContainer calling button.mouseReleased. Closes #1116
Add comment to RotationHelper telling modders where to actually look, closes #1115
Filter all vanilla blocks that we missed through Forge's getDrops and BlockDrops events. As well as implemented IShearable for DoublePlants and DeadBushes. Mojang really should generic out some of this stuff instead of repeating logic all over the place!
Merge pull request #1095 from rwtema/master

Fixed setBlock not using the location version of getLightOpacity()
Add a couple of localizations to Forge added strings. Closes #1068
Add target world to PlayerInteractEvent for potential 'cross dimension' interaction such as LittleBlocks. Closes #1071
Added Noteblock change and play events. Closes #1027 #1025
Merge pull request #1034 from Adubbz/master

Greatly simplified the addition of new biomes to the default world. If this breaks things blame Adubbz.
Fix inverted parameters in OreDictionary.getOreID Closes #1123
-.- Closes #1120
MinecraftForge/FML@e3ce211cc798f4d86ca6f974d9ba8b4e389b4dc9 Nullcheck the dispatchers on players. Should stop some crashes when spamming connectivity.
MinecraftForge/FML@480bf2c1d078038bb59c4254a01a5af685c7cb22 Fix REPLY handling in SimpleNetworkWrapper. Closes  #440
Fix not being able to change target & attackDamage for EnderTeleportEvent.
Rework OreDictionary's internals to be a bit more speedy to help combat modders using it inapropriatly. Closes #1022 Closes #1131
Changed EntityWolf to EntityTameable in EntityLivingBase.attackEntityFrom, to allow for more custom pets. Closes #1141
Fixed inverted player parameters in PlayerEvent.Clone, Closes #1142 Closes #1140
Merge pull request #1134 from diesieben07/ender-teleport

Fix EnderTeleportEvent for Ender Pearls.
World fog color and density can now be controlled through an event
Merge pull request #1126 from Cojomax99/fog_customization

World fog color and density can now be controlled through an event