Make some entry vaults transparent

Abyss, Hell, Pan - these entry vaults were often causing vetoes on later dungeon levels.
Detected item and feature tiles
Pandemonium portal tiles
Fix an erroneous Lua call preventing mapstat for Vaults
Tweak performance parameters in Vaults

This reduces the total number of iterations that the layout spends
trying to place rooms, and reduces the maximum total rooms placed
from 27 to 20. This does affect the overall design of the levels -
they are effectively smaller in general, but in some cases this
produces more interesting designs than rooms stuffed in every
possible space, and this could actually mean more variation
(certainly less repetition of maps). Time taken to generate levels
is roughly halved.
Make multiple doors and big doors less likely in Vaults; restore windows

Yet even with this low chance they still happen multiple times per level.
Windows in the walls got lost at some point and now they return.
Fix Vaults Lua error

Code that was previously never touched had an error.
Replace an outdated comment.

Some inquiries on IRC revealed most of the devs then present prefer the
current behaviour to that which the comment formerly indicated.
Pan vault tweaks

Remove some unnecessary runed doors, add another greater demon to an
underpopulated vault.
Update the options guide for rod autopickup
Axe an oh-so-informative comment.
Debucklerize Louise's large shield tile.
Vaultsvaultsvaultsvaultsvaults.

Two simple entries, a late-dungeon vault, a mid-to-late dungeon minivault,
and six decor vaults, specifically.
Fix Lua error on startup: mini_monsters.des needs init_hm_decor_walldepth.
Synchronize a comment.
Properly rescale Vaults monster depths to the new system

An oversight meant that Vaults levels were generating monsters as
though they were 3 levels shallower than they actually were.
Don't interrupt autoexplore for friendly detected monsters, even w/o Ash

Otherwise, antennae are fairly annoying for Beogh worshipers...