Totem usage can be detected using the MODIFIER_TOTEM constant of EntityDamageEvent.
This does not currently support using the totem in the offhand because offhand is not implemented yet.
long overdue... this isn't quite as extensible as the original api3/blocks system was, but this is primarily intended to replace Item->useOn(). If plugins want to use it it can be extended later on.
This makes the behaviour match vanilla. This will now allow Fire block itself to handle deletion of itself when the area is not suitable (now that the logic is implemented in Fire for this).
This allows attempting to place in invalid conditions, which is as expected. This will produce the sound and flash as per vanilla, as the fire extinguishes itself.
This is necessary because the stupid client constantly spams right-click actions if you carry on trying to eat/throw/whatever the item when cooldown is in effect. Therefore ender pearls would be fired like machine guns without these checks server side.
This supports vanilla placement of paintings, with overlap and collision checking.
Paintings are removed when a block is placed inside them or if any of their supporting blocks are removed.
As per vanilla, a random painting is chosen from the largest subset that will fit into the given space.
Currently an ItemBlock is created for every Block requested, but this will need to change in the future (for Anvils because they have stupid bitshifts on the meta instead of a nice bitmask). This allows registering items in the ItemFactory with IDs lower than 256 and having them recognized.
This allows retrieving the name of an item without the custom name being plastered over the top. This will also allow weird things to have special functions for their names.
These are never called accidentally, or at least it's highly unlikely to do so. It might be reasonable to throw exceptions for this, but for the meantime they are redundant - extra indentation for no good reason.
This also removes the $force parameter from BlockFactory::init().
Wanting initialized item factory does not require initializing the creative inventory. This is often useless and unwanted extra baggage (when this is used on threads for example).
It's only now used in the Durable class, so it does not make sense to keep it in Item anymore. This is a leftover from the days where Durable did not exist.