* Support doors and trapdoors from mods
Removed hardcoded door names and instead now use the API of the door mod to meseconify all doors and trapdoors that have been registered after the mods are finished loading.
* indentation as described by sfan5
Github is a non-free platform owned by Microsoft. Reasonable alternatives exist, such as Gitea, Sourcehut. We need a federated, mastodon-like forge based on ForgeFed. See: https://forgefed.org
* plantlike, x-shaped torch
* removed separate LEDs for luacontroller since already contained in base mod it depends on
* changed delayer textures to be more consistent with other gates
* Reduced the amount of textures needed for pistons with texture modifiers. Will continue to work fine with all existing texturepacks. No change in graphics.
* use luacontroller_LED instead of microcontroller_LED to prevent breaking the digistuff mod which inherits it. I hope no mods inherit microcontroller LED.
now trapdoors are also overridden using their own function, and both
`meseconify_door` and `meseconify_trapdoor` are now ran inside loops
In the future, this could help refactor this mod entirely to not list doors
manually but parse through the `doors.registered_*` variables,
ensuring that every door works.
As a nice bonus, Voxelgarden support is fixed, and potentially so is
support for other games with exotic implementations of the doors mod. No
longer are we assuming that the existence of doors.get means that all
the trapdoors exist too; now, if the meseconify function doesn't find
their definition, it just returns without crashing.
Although the addition of "version 3 or later" to the README [1] predates the
commit that added LICENSE.txt with the description "LGPLv3 for code" [2]
I think it's safe to go with the latter since the terms were clarified
again by the original author explicitly without the "or later" clause [3].
closes #575
[1]: May 2013 8be0d0e1d9
[2]: Sep 2013 c3082f6601
[3]: May 2016 85bc62a65d