The script engine didn't have the plugin class loader. Instead, it had the thread context class loader. The problem with this is that this prevents scripts from instantiating classes from other plugins to e.g. implement undo when WorldEdit is available. The thread context class loader is now set to the plugin class loader while instantiating the script engine which solves this issue.
Simple integration of CoffeeScript support. The code uses the JavaScript
implementation of the CoffeeScript compiler. All *.coffee files get
compiled to JavaScript just before eval(). Additionaly a new command
named /coffe is introduced to run CoffeeScript code straight in the
Minecraft console.