Fixed a stack overflow exception in the mob spawner check
Entities now use a shared Random instance
The entity data manager now uses an Int2ObjectOpenHashMap for entries which is extremely fast
The game will no longer attempt to add null block info to a crash report
Region files have their entire header loaded
Region file cache now trims the least accessed region instead of closing all region files upon hitting 256 regions
The chunk provider caches the last accessed chunk which can make a big difference in chunk loading and world generation as the game accesses the same chunk multiple times
getCanSpawnHere in EntityWaterMob actually checks if the entity can spawn in the given location
Enchantments are sorted by their IDs so that the game doesn't think two items that are the same are different
Chunk saving now uses an actual queue and polling which fixes slowdowns when many chunks are queued to be saved
A pointless 10ms sleep call was removed from the chunk save thread