TODO
X Enable option VBO - GlStateManager
- GuiIngame - renderAttackIndicator(Forge), 
X Options - uppercase (static)
- GuiOverlayDebug 
  X integrated server avoid 100mslag spike on autosave (async access needed)
  X server lagometer
X GuiResourceLoadProgress - Fix logo size to use window size (???)
- ChunkProviderClient - loadChunk (simplify ChunkOF, ChunkDataOF)
- WorldClient 
  - setSpawnPoint after registerWorld (????), 
  - refreshVisiblechunks
  - playMoodSoundAndCheckLight
- ParticleManager - Reuse barrier particles
- ChunkRenderDispatcher - countRenderBuilders missing
- RenderChunk 
  - check isChunkRegionEmpty moved from rebuildChunk() to RenderChunkCache.generateCache
  - all
- RenderChunkCache - all
- LayerArmorBase - all
- LayerMooshroomMushroom - all
- LayerParrotVariant - all
- RenderManager - Forge getBedDirection
- FaceBakery - all
- ItemOverrideList - Forge hooks
- ModelBakery - all
- MissingTextureSprite - static IMAGE also for item sprites ???
- SimpleTexture - all
X TextureManager - check logo from RP
X TextureMap - all
- TileEntitySignRenderer - all
- Util - what replaces runTask() ???
- IteratableOption - added
- PlayerChunkMap - maybe something can be ported to ChunkManager

Conflicts
 - RenderChunkCache - 
 - LayerMooshroomMushroom
 - LayerParrotVariant
 - TextureMap
 - EntityLiving
 - Profiler
 - ClassInheritanceMultimap
 
Temporary (?)
 - TextureUtil - dummy field to create obfuscated version
 - AsyncReloaderImpl - fixed patch


GlStateManager.enableTexture2D
GlStateManager.enableTexture

GlStateManager.disableTexture2D
GlStateManager.disableTexture

GlStateManager.texEnvi
GlStateManager.texEnv

GlStateManager.texEnvfv
GlStateManager.texEnv

GlStateManager.fogi

GlStateManager.fogfv
GlStateManager.fog

GlStateManager.multMatrixf
GlStateManager.multMatrix

