Version 1.0.0v (updated build) - Forge / Minecraft Java 1.20.1

Time-stop activation sound now has a 20% lower base gain (0.35 -> 0.28).
The Watch SFX slider still defaults to 100% and multiplies that new base.
Resume, slow/fast, recall, countdown and unrelated sound levels are unchanged.

Fixed player nameplates creating colored windows into the grayscale world.
Nameplate dispatch and name-tag drawing now use an uncolored render scope,
with queued player geometry flushed before labels and label geometry flushed
before restoring the player scope. Player models, armor and hands still keep
their color for the watch user and players who break free.

Replace the previous JAR; do not install both versions.
Each client needs this build for the visual fix and quieter activation sound.
Settings and gameplay/escape mechanics are preserved.

Validation: Java 17 compilation against Minecraft 1.20.1 / Forge 47.2.0;
Nashorn execution of coremods; ASM checks for 318 affected-class methods;
both nameplate entry points verified to enter an uncolored scope;
nested nameplate state restoration and inactive/frozen scope regression checks.
In-game F5, multiplayer rendering and shader-pack compatibility have not been
visually tested in this environment.
The Watch SFX description now reads: "Edit the volume for the watch's sound effects."

Updated settings labels and descriptions: Jukebox, and the requested greyscale explanation.

Survival block-breaking progress now follows the active speed-up or slow-down factor.

Updated source is included in META-INF/sakuya-source and coremods.

Mining crash hotfix: include the missing BlockBreakTime runtime class.
Validated helper loading and scale calculations from the packaged JAR,
without local mod classes on the test classpath. Not tested in Minecraft.

Synchronize server mining progress with client time scaling.
Throttle slow-time block-hit particles to one per time factor.
Preferred delivery filename: time-stop-sakuya-izayoi-1.0.0v-1.20.1.jar

Allow normal and glow item-frame interactions before opening the watch menu.

Persist Sakuya home location and return there after a player dies and no active opponents remain. Cancel outstanding combat/recall and load home chunk before return. Existing entities adopt their first loaded position as home.

Dragon knife fix: multipart cooldown and queue lookup; replay damage without repeated body reduction; knives bypass perched arrow immunity.

Crouch throw: three parallel knives in a tight forward-pointing triangle (0.55-block lead, 0.32-block side offsets). Uses three from the held stack in survival; stacks below three fall back to a normal single throw. Clip offsets against walls.

Creative crouch throws always produce the three-knife triangle regardless of stack size; survival still requires and consumes three, or falls back to one.
