Fixed bad permissions being used for subcommands (older change)
Updated Commodore and made it only register a command node once - this fixes main command argument handling as Bukkit's handler is removed
Added option to ignore the tab completion provided by the parameter type (param converter)
Only showing matching completions (it has to start with the text typed in)
#82
It looks like we can't have custom argument types
Checking for permission for each offered option
Suggesting the argument's name as well
#82
TODO:
Handle annotations
Remove test command
Added a command to remove residents that aren't real players anymore because of a rename usually (#41)
Name conflicts should be handled manually (#7) - possibly by removing the resident
The issue was that I was adding to a builder after it was used to build
With the command class passed, it only works with /plugin:cmd and doesn't give hints for the arguments
Without the command class, it doesn't show the next argument until it's typed in and also accepts invalid subcommands
#82
Removed project files
Added permission for each subcommand (#89)
Made separate instances of the command handler for each plugin
Spent a lot of time crafting type arguments then realized it won't work (per-plugin managers)
#87
Fixed permission issue without perm plugin (#74)
Checking Bukkit perms if Vault says no, so PEX works with default perms (#80)
Most of the time it just means checking the perm plugin twice since the PermissibleBase is injected usually
Fixed read-only config handling (here as well)
Added a warning for RandomTP if the worldborder is too large (#70)
Implemented config comments with the help of Towny's CommentedConfiguration
TODO: Glboal config, remove Towny dep
If the default isn't null (for Discord, it could find the channel) then it'd use set() - but that isn't allowed to do anything, so the value isn't saved