POM Changes.
Spigot changes.
Merge tweaks and configuration

This allows the merging of Experience orbs, as well as the configuration of the merge radius of items. Additionally it refactors the merge algorithm to be a better experience for players.
LongHash Tweaks.

This commit adds a flat array based cache to the LongHash(Set/Map) classes leading to excellent efficiency for servers where most activity is centered around the origin (0,0)
Address BUKKIT-3286 by firing the inventory close event when a secondary container is closed due to the player entity being destroyed. This covers all edge cases such as server stop / player kick / player quit.
Include NibbleArray from mc-dev for diff visibility
Implement 'lightening' of NibbleArrays - only allocate buffers when non-trivial value Saving from 40-45% of memory use by chunk section data.

Finish up NibbleArray lightening work - use for Snapshots, reduce copies

Fix nibble handling with NBT - arrays aren't copied by NBTByteArray
Fix various crop growth modifier formula issues
Add OldChunkLoader from mc-dev for diff visibility
Fix mcRegion-to-Anvil conversion
Update versioning check to correctly resolve api version.
Optimize packet used to unload chunks for the client

At the moment telling a client to unload a chunk involves calling the entire chunk from memory, deflating it and then sending it through the pipes even though the client ignores it and based on the bitmap simply unloads the chunk, and to add the cherry on top, this is done on the main server thread.
Skip entity.move() if we are not moving anywhere.
Alternate, sync-free-but-safe chunk reference cache
Tick loop optimization - sleep for as long as possible.
Improved Timings System

Tracks nearly every point of minecraft internals and plugin events to give a good quick overview on what is causing TPS loss.
Add oreobfuscator for Spigot.
Reduce number of LivingEntity collision checks.
Only count entities in chunks being processed for the spawn wave. Fixes mob spawn issues.
Only send maps in item frames upon tracking

Maps in item frames are full of bugs.
1) It sends an update of the Maps data to ALL players in the world, not just the players tracking it.
2) It sends an update EVERY tick, not every 10 ticks as intended.

To optimize performance of maps in item frames, we will only send it once a player tracks the ItemFrame until it completes, then that player will not receive more updates.

This means cursors will not dynamically update, but the map data should refresh every time the player moves away then back.