Minor Change

Renamed the Rift Blade texture to change its capitalization under
Windows
Removed Redundant Textures

Removed copies of item textures that simply had other names. Some
textures are broken now. I'll fix that in a moment.
Minor Change

Messing with the Rift Blade texture's name again
Fixed Missing Textures and Changed World Thread

Fixed the code for retrieving textures for ItemRiftBlade,
ItemRiftSignature, and ItemRiftRemover. Renamed Rift Blade item texture
again due to capitalization issues. Replaced World Thread texture with a
dark variant of MC's String - we can switch to another texture later.
Changes to Rift Immunity

Changed rifts to consider block blast resistance instead of block
hardness. Some mods offer defensive blocks that stop explosions but have
low hardness. This addresses that issue. The minimum resistance allows
obsidian to resist rifts.
Removed References to Corium

Removed references to experimental Corium blocks and fluids.
Added Config Settings for Nether Gateways

Added config settings for the chance of generating a Rift Gateway in a
Nether Fortress. Also made it so that DD does not override Nether
Fortress generation if fortress gateways are disabled in some way.
Disabled Nether Gateways

Disabled Nether Gateways temporarily pending their completion
Removed Chance Correction for Nether Gateways

Removed code related to a correction factor that would compensate for
gateway generation failing a lot more frequently in the Nether. We don't
use that approach in the Nether anymore.
Minor Change

Removed obsolete variable
Changes to Rift Regeneration

Moved a little of the regeneration code to BlockRift to reduce duplicate
code. Changed RiftRegenerator to iterate over loaded worlds instead of
all worlds. Removed forced rift generation call in
EventHookContainer.onWorldLoad() - I feel it would have minimal
benefits. Rifts now drop World Thread upon regeneration. Generally
cleaned up the code in FastRiftRegenerator and RiftRegenerator.
Cleaned up Initialization for GatewayGenerator

Cleaned up the code for initializing GatewayGenerator. We had some
static fields that didn't need to be static and we could just initialize
gateways from the class's constructor.
Added DeathTracker and Removed PlayerTracker

Added DeathTracker - a class for tracking the deaths of players on the
server while in pocket dimensions. It'll be used for generating skulls
for grave chests. Also removed PlayerTracker since it wasn't being used
for anything at all. I'm guessing it was supposed to be used for
something later. We can restore it if it's ever needed.
Minor Change

Minor change to spacing in PocketManager
Changes to EventHookContainer

Added code to save DeathTracker data when then Overworld saves, but only
if it's been modified since the last time it was saved. Also changed how
we handle player deaths in pocket dimensions. Now we have two death
handlers. There is a high-priority one that sends players to Limbo only
when Limbo preserves their inventories. The other is a low-priority
handler that sends players to Limbo only when inventory preservation is
disabled. This gives players a chance to keep their inventories if
another mod would have revived them without that penalty.
Changes to Loot and Skulls

There is 5% chance that grave chests will contain the head of a random
player that has died in a pocket dimension; there is a 20% chance of it
being a special head. Also moved Ghast Tears to grave chests and removed
Eyes of Enders as loot. Also made FoR loot more rare but increased the
amount given out so that the average amount picked up should be the same
as before. World Thread is slightly less common in response to being
easier to farm from rifts.
Fixed NPE in EventHookContainer

Fixed an NPE that would occur because mod_pocketDim.deathTracker was set
to null before the last onWorldSave event was triggered when a server
was shutting down.
Moved GatewayGenerator into Gateways Package

Moved the GatewayGenerator class to another package.
Minor Change

Removed random text file...
Updated Version Numbers

Updated all version numbers manually. Hopefully we'll automate this in
the future.