Use compact memory format for uniform chunk section data.

Many chunk sections contain parts of their data that are the same for
every block they contain. In these cases we can save memory by saving
a single value instead of an array of 4096 copies of that value. Block light
and block data are most likely to be uniform followed closely by sky light
data. Block ids are far less likely to be uniform but give the largest
saving when they are. Because of this we use a compact format for every
part of the chunk. Memory saved from this technique will vary based on the
world but seems to be about 50% on normal Minecraft generated chunks.
[Bleeding] Ignore damage done by LivingEntity.damage(). Fixes BUKKIT-5666

This matches behavior previous to new damage event API of not throwing
events for plugin-triggered damage.
[Bleeding] Fixed inverted checks for non-living entities. Fixes BUKKIT-5667