Extremely Important Update!

- Logging in/out stack error fixed

Holy crap. This would have been the bug to end it all. I was considering
dropping Asteria because of how simple this was to fix. What was
happening was, when the player experienced a packet/buffer issue, it
would call the disconnect() method which would call the logout() method,
which would call the logout packet! and what happened? everything just
repeated itself: disconnect() -> logout() -> logout packet ->
disconnect() -> logout() -> logout packet ... and so on, until a
StackOverFlowError was thrown. For some reason this caused everyone
online to disconnect and the server to completely go into an "lost"
state and stop accepting any connections! I fixed this by making sure
that if a player is disconnected from a packet/buffer issue, that no
more packets are sent to the player and they just disconnect without the
logout packet, but instead with the packet/buffer issue!

- Objects and Entity height level bug fixed

There was a bug where mobs and objects would spawn on every height
level. The reason for mobs doing this was because a small part in mob
updating was done wrong (thanks blake lol -.-) and the objects was my
fault because I wasn't checking for the correct height level when the
region updated.

- GUI finally finished

Just when you thought I was done with it... :) I showed it to one of my
friends on skype and he told me it made him a bit bummy that there
wasn't a tab for player actions. I had considered adding that originally
but scrapped the idea because I find them useless. But... My friend
convinced me enough and I did it, so here it is. You also have the
option to save your current settings for the next time you start up
(including what's written on the notepad). If for some your saved
setting get deleted, a new settings file with the default properities
gets created so you don't have to worry about anything. Also, this won't
cause much delay in time because I use a scanner (exetremely fast) to
parse the data. This is the final build of the gui, anything from here
on in with this will be bug fixes.

- DynamicScheduledWorker bug fixed

Yesterday I mentioned two unfixed bugs, this is one of them. The problem
was that the task was running 1 tick ahead (so the task was running too
fast), and also if you had the task set to execute first before
scheduling instead of executing the task first it would just make the
task run even FASTER then it was supossed to be running. This has been
resolved.

- Cutscene started

I have completed about 25% of the cutscene so far, and everything is
looking great. The only thing I'm worried about is the camera packets,
but I'll deal with that when the time comes.

- Thieving completed

Added my own little touches to it (as usual), but it's looking pretty
nice I'd say.