93b8ba9 Fix missing serverSendPacket
23fdbbd Trading support for ModLoader - thanks Herblore!
d7a74d8 Close the jar, for cleanliness sake
58e6dd9 Fix authors - it'll read both "authors" and "authorList" from the json now
907cf2d More ML compatibility - fix up dragon mounts, thanks!
ee48a36 Fix up loading mods that are grandchildren of BaseMod
c6f362b Fix entity handling for ModLoader mods, thanks parachute mod!
6e01c59 Merge ChickenBones pull into FML - adds player trackers
a0cbd37 More precise error handling when an invalid class is present
12323e2 Fix textures not applying properly
789a4a3 Fix up entity spawning - hopefully they won't warp anymore.
a87d045 Add in a helper on the server start event for adding commands to the server.
82e9309 Move villager trading hook up a bit. thanks sengir.
8deaa37 Fix LAN to try hard to find a real network interface, not just localhost most of the time
b5363e3 Update build to not bother building client jar. Universal is everything now.
28a10ac Null protection for ticks() -- probably should uses EnumSet.noneOf() but you can also use null now to stop ticking. closes#77
c349d51 Automatic mod entity registration into the global entity list. This might break entity code out there, sorry, but this way for most entities you no longer need to manage the global mod entity stuff at all. just remove it. FML will take care of the rest (note, worlds won't load the old entities)
ef01745 Add in a utility function that *might* tell you the context you're running in on either client or server: FMLCommonHandler.getEffectiveSide
c97d6a6 Try and stop sendPacketToAllAround from being crashy
2062273 Mods can add mod specific crash information to the crash report now Forge needs to implement MinecraftForge.getCrashCallable
6e6436e Fix up dispenser handling, add in new params for the dispenser: breaks IDispenseHandler, sorry
38f4a22 Fix up MLProp handling for null info
3a8b047 GUIs working in FML for ML mods
52483ee Support gui opening for Shelf mod
dce1cbc Updated MCPMerger to annotate unique classes with there sides, and SideTransformer to null out any class that is loaded on the wrong side.
entity code out there, sorry, but this way for most entities you no longer
need to manage the global mod entity stuff at all. just remove it. FML will
take care of the rest (note, worlds won't load the old entities)