* Skip saving entities if they should despawn
Call syncEntityAge() even if despawn time is disabled, as this may be enabled in the future by users.
* [ci/skip] format
* always load totalEntityAge from existing data
* Rewrite entity despawn time
Brings ability to despawn weak-loaded entities once they are ticked
* Catchup on save
* handle edge cases
* check earlier for projectiles
* [ci/skip] Add patch comment