Shadowed:
	- PRIEST: Added all Priest spells, everything seems to be accurate but Penance is ~100 healing off
	Added Fetid Healing (-25%) and Guardian Spirit (+40%) as healing modifiers
	Added channeled spell detection
	Added fake grouping when inside a party so Prayer of Healing and such spells pick up the player healing their "group"
	Fixed an error when logging in with a Glyph socket unfilled
	Fixed GUID detection failing when auto self cast is on but a spell forces a targeting icon (Binding Heal)
	Fixed GUID detection when chain casting a spell causing it to be "queued"
	- Fixed calculations on spells with no spell power and downrank
	Fixed heal calculations being ran on spells
	Added guid mapping for group spells like Beacon of Light or Prayer of Healing
	PALADIN: Added Paladin data, Holy Light, Flash of Light and Beacon of Light
	DRUID: Added check to return a spell check if the player has 100% or more Nature spell crit
	- Moved aura changes to using UNIT_AURA while I work out a hybrid system, made it switch Necrotic Poison based on zone type though
	Added the last bit of modifier changing to Druid healing
	Fixed spellID for Avenging Wrath
	Fixed player modifier detection
	Fixed ZONE_CHANGED_NEW_AREA not being called when the library is initialized
	- Rewrote the GUID -> cast detection to actually work consistently
	- Pulled in and tested all Druid data
	Renamed everything inside to PendHeals
	More code changes to adjust to what it needs to do
	- Renamed to LibPendingHeals-1.0
	- - Added more of the Druid stuff, just committing these before I rename
	- Added Divine Plea to self modifiers
	- Fixed Wound Poison so it lists all of it's rank (because it uses a unique buff spellID/spellName for each rank)
	- Cleaned up the stack modifiers so it actually works sanely
	- Updated to package as LibPendingHeals-1.0
	- Fixed GUID detection, need to make sure we can assist an unit cause if we can't we can't heal it.
	Started to pull in spell and talent data, have Druids so far
	Now has an actual upgrade path!
	Moved a few spells to using names as some like Mortal Strike or Wound Poison are the same amount all the time (and this way I don't have to add 50 spellIDs!)
	Added Necrotic Aura, Embrace of the Vampyr, Shadow Spike, Dark Volley, Wounding Strike, Ray of Pain, Shroud of Darkness, Chop, Necrotic Strike to healing modifiers
	Modifier detection works now
	Glyph caching also works now
	Added talent caching
	- Updated .pkgmeta
	- - Still playing around with this, but the basic aura modifier, glyph and spell caching should be working fine. Pretty sure I have the code for identifying units a spell was cast on by GUID is working too
