This change was made after exploring turning this into a permission. It occurred to me that this feature is entirely superfluous because it's non-vanilla, can be done by plugins, and is usually considered as a bug. In addition, disabling this behaviour required third party code just for this one thing because it was not able to be managed by a permissions plugin.
Instead, it's better to produce a plugin which implements this behaviour if it's desired, by making use of SignChangeEvent and PlayerChatEvent/PlayerCommandPreprocessEvent.
close#3856, close#2288
Not allowing this makes stuff like anvil damage, colour, wood type, live/dead bit, wet/dry etc all too much hassle to deal with.
Naturally I want to get rid of this shit altogether, but first it's necessary to construct a new system that we can shift into before all this bullshit can be addressed fully, so for now we have to work within the bounds of the old system.
This change will permit dynamic colours for concrete/concrete powder etc, dynamic wood types where the wood type isn't embedded in the legacy ID, and so forth. Allowing full flexibility requires either more old system hacks or completing the migration to a new system which doesn't have these limitations. I prefer to do the latter, but this change will make it somewhat easier to do.
The motivation for this is to prevent passing a dynamic argument to cancellation, which in almost all cases is a bug in user code. This same mistake also appears in a few places in the PM core (as seen in this commit), but in those cases the mistakes were mostly harmless since they were taking place before the event was actually called.
closes#3836
this produces a major performance improvement for large render distances, and reduces the impact of lighting calculation to zero on servers which have random blockupdates turned off.
this fixes TNT spawning multiple entities when lit by flaming arrows.
The problem here is a bit more complex (entities aren't immediately notified when local block updates happen, so they cache stuff that becomes unusable). The simplest option would be to just lose the cache, but that would have some impacts on performance.
Barring a rethink of the block updating mechanism, this solution seems usable for now.