* This method is "hard-coded" and not configurable yet.
* Prevent throwing and teleporting into blocks directly, prevent
the second throw on glitching into a one thick ceiling (might lead to
lots of passable violations at present).
* If stuck in a block with the feet (not sand/gravel) without being on
ground, throwing is prevented.
* Some dependencies were updated, hopefully without conflicts for
backwards compatibility (untested).
Critical:
* Add tags.
* Add extra flag (redundant to MediumLiftOff, just indicating what the
real lift off was, might need redesign, since m-lo is modified
sometimes.)
registration.
* OnDemandTickListener contains API for convenient on-demand
registration and use.
* TickTask recognizes these and conveniently sets them
registered/unregistered.
* TickTask was optimized to allow faster adding and removal of
TickListener instances.
* Used for delayed component registration.
* Future purpose.
* Fixes data removal ignoring chat.logins and chat.text for a part.
* Move some components interfaces and ReflectionUtil to NCPCommons.
* Unregister components in reverse order.
* Add ComponentRegistryProvider for generic sub-registries (DataManager
for instance).
* Add IHoldSUbComponents for delayed sub-component registration
(convenient for iteration over parent-components with later registration
of sub components not missing out any registered parent components for
those). [Partly implemented: Using this during runtime does not yet
work, only used in onEnable.]
* Let CheckListener implement IHoldSubComponents and use this with
addCheck to register the queued checks after all the listeners.
* Register the core system components in a bunch before the
CheckListenerS, to allow sub-registries to work directly and to allow
getAPI().addComponent on the plugin class during construction of
CheckListeners.
Reminder: Policy is to increase second level count for Minecraft updates
and bigger internal/external changes, while the third level count will
indicate releases on BukkitDev rather. First level count probably will
only increase if something really fundamental is changed.
1. Set the correct effect strength in data.
2. Adjust workarounds to catch jump effect II on fences and similar.
[Might need more specialized checking for performance reasons.]