Set version to 3.8.10 for further development.
Add WorldConfigProvider for future purpose.
Add comment on "copy".
Refactor parts of actions to NCPCompat.

This is not finished, log action is missing still.
Set dependencies to 1.4.7-R1.x.

This needs more consideration, for backwards compatibility the pure-API
modules might compile against an older API version (defensively!),
while the API-only MCAccess might need an extra module compiling against
what it needs.
Add some initial values.
Prevent ascension over max jump phase for normal jumping/moving.

Adds a "dirty"-flag, set on receiving velocity. If a player still
ascends while exceeding max-jump-phase, a violation will be triggered,
regardless of the taken distance. This has not been tested against hacks
yet, and might well have little effect. It does aim against step and
block-jumping on protected regions, but there might be another limiting
method necessary to make this fully effective.
Add javadocs and comments.
[Bleeding] Kill Jesus!

Just kidding. Introduces a lift-off medium tracking for jumping to be
able to limit the maximum jump-phase for lifting off water.
Fix moving.debug output, add output for silent cobweb set-back.
Fix cobweb + jumping.
Double.MIN_VALUE is something else. Should be Double.NEGATIVE_INFINITY.
[Bleeding] Bring in new god-mode check.
Balance maxphase violation better with default config.
Add new accumulator class.

This allows accumulating values grouped by number of events rather than
real-time.
Switch from ActionFrequency to ActionAccumulator for vertical-accounting
(survivalfly).

This should reduce false positives due to lag of any kind. Might set
event number to 3, depending on tests.
Prepare getKeepAliveTime method for MCAccess.

No implementation of it yet. If implemented this will help finding
players that do a passive god-mode.
Add workaround method for keep-alive time, as a temporary solution.

Also keep track of last-regain-health time for that and other purpose.
Use the keep-alive estimation for the new god-mode check.

Might not fully do it, but should make occasional hits possible.
Correct short-cut on-ground judgment.