Should be compatible with Optifine Standard

Fixed the Tessellator transformer to check for the changes Optifine
makes to the class and account for them.
Fixed lava brightness

RenderBlockLiquid respects getMixedBrightnessForBlockWithColor now,
which fixes the blue lava
Fixed font rendering

Switched FontRenderer to using the Tessellator instead of drawing in
immediate mode, so we get our lighting shader for free. This also
includes a hack to maintain Optifine compatibility (tested with
Optifine_1.7.10_HD_A4.jar), since it sees fit to change an int[] to a
float[] when it replaces FontRenderer, because why not? -.-
Fixed typo in Access Transformer

This was causing a crash whenever Unicode characters were rendered.
Apparently methods need their description in the Access Transformer
Added gamma correction and night vision

I'm not entirely happy with how this commit does night vision (just
changes the floor brightness, so brightness scales from 0.7 to 1.0
instead of 0.05 to 1.0), but the vanilla algorithm looked terrible with
colored lights. Gamma is applied roughly the same as in vanilla, though
colored lights are significantly less pronounced at high gamma,
especially with night vision!
Improved logging consistency; incremented version

All logging should be going through CLLog now, which can be statically
imported where needed. The mod seems stable/featureful enough now to
warrant a new minor revision, to 1.2.0. Also, I cleaned up
TransformEntityRenderer to get rid of the residual code pertaining to
the old 3D lightmap texture and, in my limitless vanity, added myself to
the author list :)
No more flashing sky!

An obnoxiously hacky workaround, but it works and doesn't seem to screw
anything else up. Basically, I wrap the disableLightmap call added in
TransformRendererLivingEntity with a wrapper function that just NOPs
itself and the next enableLightmap call if the shader wasn't enabled in
the first place. I would prefer to take care of this logic in
TransformRendererLivingEntity, but it seems that "just" adding a local
variable to a frame is... complicated. It's doable, and I might work on
that later for fun, but this solution works and puts this in a playable
state :)
Fixed entity fire being green

Your character is still rendered on green fire in the inventory screen
though (if you're on fire, anyway)
fix for server
incremenented version number
I think this should make it work again...
incremented version number.  One of these day's, I'll remember to do that BEFORE I commit
Merge branch '1.7.10' into ColorRework
Colored Light spreads around corners effectivly!