Add isUnbreakable and setUnbreakable to ItemMeta. Also fixes a bug where it doesn't show up on items
Remove inv close patch for now
Limit TNT Detonations per tick

This gives a per-world control on how much TNT will be processed per-tick,
preventing a massive TNT detonation from lagging out the server.
Revert unbreakable API, doesn't work as intended
Use sane default config values
Add unbreakable API to item meta
Configure how often EntityHangings calculate if they should die.
Copy ItemStacks in DataWatcher to prevent ConcurrentModificationExceptions
Add the spigot.yml into the timings paste

This allows for tools like @aikar's timings site to produce suggestions
based on the users config
Don't send requests if every player was found in the global api cache
Correctly set the response code for the cached lookups and return the
error stream if the lookup failed
Don't try and re-set the global api cache on reload

Is means that once the api cache is enabled it can't be disabled by
reloading but reloading is broken anyway
Use a compile time sneaky throw hack.

Fixes maven compilation for dependants.
Fix a missed rename in WorldGenGroundBush
Optimize TileEntity Ticking

Re-organizes the servers TileEntity Tick List to be bucketed based on their tick interval.

We now will not even store a Tile Entity that is known to not have any tick function
(half of them), skipping time spent iterating them and checking if they are valid
and in a loaded chunk. In other words, a lot of "meta" time wasted on tile entities
that would never do anything anyways.

This also removes the need to ever tick Chests, by moving their sounds to the actual open/close
events.
This means a 100% removal of ticking for Chests and Signs, the 2 most popular Tile Entities.

Removing the 2 most popular TileEntities also improves unload performance.

This cuts out a massive amount of checks revolving around TileEntity ticking.
Servers with large amounts of TileEntities should see significant improvement.

Finally, this then spreads out the ticking of reduced-rate TileEntities so that they do not all tick on the same tick