Changelog:

Build 1.5.1-7.7.1.649
	LexManos: Added NBT data to liquid stacks. Closes #501
	LexManos: Added a small method in the Block.java to specify the amount of enchanting power it can supply to an enchanting table. Closes #508

Build 1.5.1-7.7.1.648
	LexManos: Item callback for EntityItem update tick. Closes #426
	LexManos: Add Item 'swing' callback for use when playing the arm swing animation. Closes #505

Build 1.5.1-7.7.1.647
	cpw: Delete sneaky extra file

Build 1.5.1-7.7.1.645
	LexManos: Re-add and mark deprecated the old signature for ForgeHooksClient.getArmorTexture.

Build 1.5.1-7.7.1.644
	cpw
		Deprecate preloadTexture, make it a no-op. Should stop derpiness with new
		texturing system performance tweaks.

Build 1.5.1-7.7.1.643
	LexManos
		Updated FML: MinecraftForge/FML@4836b3272a9b292c62816c1d1f9e845486753839 Re-worked the Texture patches, optifine helper function, and re-added support fo
		r dynamically rotating the texture for mod authors who do things horribly wrong.

Build 1.5.1-7.7.1.642
	cpw
		Updated FML:
		MinecraftForge/FML@a31607ae7d0214101679a1ecf1ae8032a5257eda Fix compilation derp, and clean up rotation helper.

Build 1.5.1-7.7.1.650
	cpw
		Fix performance of texture uploads
		Updated FML:
		MinecraftForge/FML@00c788308881a07a683e17e2e9382313f3719b45 Very significant improvement in performance by using glSubImage to upload data. Inspired by frequent complaints about performance of hires texture packs. They probably still need a beefy system but should work. Hopefully I can figure out why the subImage GL side copy isn't working properly for an even more significant speed boost. But this gets things started.
		MinecraftForge/FML@57ad221cc6d9605b9d521f86620c2a31f922ac24 And add the patches *sigh*

Build 1.5.1-7.7.1.640
	LexManos: Small optimization for usages of Minecraft.getGLMaximumTextureSize(), only need to calculate it once.
	LexManos: Small bugfix in Stitcher that was preventing ti from fully filling the possible texture space. Should lower the amount of empty space in textures.
	LexManos
		Optimize Texture loops a bit for non-rotated textures. Should help the FPS loss on higher resolution texture packs. If it becomes a major issue we may have to look into a more  optimized animation system.
		https://mojang.atlassian.net/browse/MC-13206

Build 1.5.1-7.7.1.639
	LexManos: Fix scoreboard saving bug caused by our fix of vanilla map saves.

Build 1.5.1-7.7.1.638
	LexManos: Updated FML: MinecraftForge/FML@1de89525cc2265bdce8704d9bd0d31c57bca4d97 Fixed issue with instalation when java/javac commands had quotes.
	LexManos: Deprecate long dead interface that moved to FML. remvoe next MC version.

Build 1.5.1-7.7.1.637
	LexManos: Updated FML: MinecraftForge/FML@704a70902fca3de620375116a33dccd3d6d576d0 Sanitize input to isRemappedClass to use '/' as a package seperator like the srg files.

Build 1.5.1-7.7.1.636
	froggytheturtle
		This allows the result of the explosion to take into account metadata,
		tile entities, or even to cancel it altogether.
		Allowed block exploding to take into account tile entity and metadata
	LexManos: New hook to allow Items to provide there own armor models. Closes #487

Build 1.5.1-7.7.1.635
	LexManos: Fix item deletion in creative menu for items that are the same id/meta but differnet NBT's. Closes #479
	LexManos: Untag NBTTagList.removeTag as client side only, allowing simple removal ont he server side. Closes #477

Build 1.5.1-7.7.1.634
	LexManos: Allow items to provide there own FontRenderer for there tooltips. Added for #463

Build 1.5.1-7.7.1.633
	ProjectZulu: Added maxCanSpawnInChunk event to allow overriding of creature chunk spawn cap
	ProjectZulu: Clarify Factory call and Event Functionality
	LexManos: Add function to remove categories from a configuration, indavidual properties can be removed using ConfigCategory.remove() Closes #462

Build 1.5.1-7.7.1.632
	LexManos
		Pulled Biome Tag System by Emasher, Closes #433
		An issue with biome adding mods which is becoming increasingly annoying for players, is that many mod authors that add biome specific world generation or mobs in their mods, for the most part, hard code them to work with vanilla biomes only. This becomes a huge problem when it's difficult to even find a vanilla biome, let alone a specific one, when biome mods are installed.
		A simple solution to this problem is a tag system for biomes that allows mod authors to set up their world generators, or mobs to generate or spawn in biomes that have been registered with a specific tag such as "FOREST", or "FROZEN". I wrote such a system a few months ago, which I've been using with my own mods, and have made available to anyone who wants to use it. Since then, I've had requests from mod authors and players alike to try and get it, or at least similar functionality, into Forge, where other mod authors will be more comfortable using it.
		Aside from the tags, it also includes a rule based system to classify biomes that have not already been registered with it when information is requested on them (You can opt out of this by registering a biome as type "NULL"). And additionally, the ability to register IWorldGenerators for specific biomes, or biome types (tags) to speed up chunk generation a little bit.

Build 1.5.1-7.7.1.631
	LexManos: Deprecate IArmorTextureProvider, moved to Item. And exposed more information to the function. Closes #365

Build 1.5.1-7.7.1.630
	LexManos: Updated FML: MinecraftForge/FML@570faeb790745c35403c67fabab57651b71da576 Added the ability to save transformed classes to disc for debugging.
	LexManos: Add checking for 'ENUM$VALUES' in EnumHelper. Eclipse uses it's own internal compiler which does not follow the java standard of making the values field names $VALUES and private. Instead its public and ENUM$VALUES. Closes #502
