Change to initialise develop branch
TE port

Attempt at porting to TE
Neatness things
Standardized energy report slightly.
Initial commit

Merged known branches of WarpDrive
Adding mcmod.info
assets merging

Merged assets from all known branches
Added custom lua script preloaded on computers
Added custom warp sounds 10 & 30s by Deadalus Project (previous was only
4s)
Added debug texture for air propagation
Cleaned up client overlays for cameras
etc.
Bug fixing and cleanup after massive merge

- Fixed air generation & rendering
- Merged translation support and other changes since initial merging
- Improved performances (linkedlist vs arraylist, etc.)
- Fixed memory leaks (cloaking notably)
- Fixed cloaking coils remaining visible, etc.
- Fixed oxygen not required in space
- Fixed entity respiration corrupting world blocks
- Fixed ship 'deleted' when jumping too high in space or hyperspace
- Fixed /space command from command blocks and console
- Fixed no collision when jumping below bedrock or above sky limit
- Fixed controller lua script to get size after jump
- Fixed insane collision damages
- Improved logs spam & readability (partial)
- Improved performance on Moon/gaz world generation, gaz/air rendering,
cloaked players, etc.
- Improved uncloaking special effect
- Updated moons to be more frequent
- Updated collision damages to be done at target on multiple points
- Updated asteroid fields to be more frequent, use more height and have
a spheric shape
- Updated asteroids to be twice more corrupted
- Updated ship and cloaking size limit from 100 to 127
- Added overworld world border, initial TransitionPlane support
and more...
Energy IC2/RF conversion fix, mining laser cleanup, radar initial fix

- Fixed RF consumption giving ~16x more energy than expected (core &
cloaks energy usage are back on track)
- Fixed RF consumption leak when block was almost full
- Fixed particle booster not updating it's side texture (energy level)
- Fixed mininglaser loosing items when chest is full (it'll now drops
the extras and stop the mining)
- Fixed mininglaser & radar exceptions on bad arguments from
ComputerCraft scripts
- Fixed radar to actually scan
- Fixed mininglaser logic & timings, added a warm-up phase
- Fixed mininglaser ignoring glowstone in ore-only mode
- Improved beam FX to be generic, static (missed merge) and without log
spam
- Improved laser lift to go through signs
- Improved mininglaser to show its state with right clicking and
textures
- Improved air propagation lag (20 -> 40 ticks rate)
- Updated radar to detect all cores (previously you had to have a
controller connected)
- Updated mininglaser to match BuildCraft quarry speed and power usage
- Updated mininglaser to scan in spirals instead of stripes and show the
current layer scan
- Updated mininglaser to evaporate all liquids and stop on forcefields
- Updated mininglaser to retry same layer until it's done, notably
flowing liquids
- Added integration with AdvancedRepulsionSystem
- Added mininglaser mine & stop scripts, including support for LAN wire
connected laser (just place a advanced computer next to a mining laser
and wire all others to that one)
- Added radar ping & scan scripts, very basic for now
Merge & cleanup, better oxygen

Merged Reactor & latests fixes
Updated a few functions to static
Removed dead code (casts, imports, etc.)
Fixed overlapped properties with local variables/parameters
Fixed parameters modifications
Added a few null-check
Added missing @Override

Updated WarpDrive block description to WarpDriveCore (players were
confused)
Updated cloaking core (removing frequency, add enable state)
Fixed Peripheral.equals checks
Fixed Camera falling
Added dirty fix for IC2 support in new reactor
Disabled oxygen for creative players and dead/invulnerable entities
Added tentative oxygen level display, increased drown damage
oups...

Fixed reactor texture glitch
Drowning nerf

Removed drowning air display (not working)
Updated drowning damage back to 2 in all cases
Reactor balance & fixes

Updated reactor to increase power with instabilities so players want to
take the risk
Updated reactor offline state to remain unstable and loose its inerty
Fixed reactor texture glitches when exceeding limits (too unstable,
etc.)
Added reactor effective energy output for easier monitoring
Removed reactor usage as a battery (wip)
Minor fixes
Configuration cleanup

Fixed AtomicScience support following its integration into
ResonantInduction
Extended Deuterium support when silk-touch mining (untested)
Added reactor recipes for IC2/TDK
Reactor balance in 'off' state + various fixes

Updated reactor to remain active after chunk (un)loading
Fixed reactor energy output too low at high instability
Reduced reactor initial production
Adjusted number of laser packets per cycle
Improved reactor robustness (protection for negative energy, etc.)
Fixed reactor API so computer gets current parameters
Fixed reactor API returning output rate per cycle instead of per tick
Refactored reactor mekanism (mode encoding, random number,  energy
generation & side textures refresh)
Fixed reactor recipes
Merge pull request #1 from LemADEC/develop

Let's merge...