Improved DDLoot

Fixed an issue with DDLoot where we couldn't distinguish between items
with the same ID but different subtypes while merging loot categories.
For instance, we could not include two different colors of dye in our
loot because their item IDs matched. We can now tell them apart properly
and include both items.
Merge remote-tracking branch 'upstream/DevBranch' into rewrite
Progress on Rewrite

Completed exit door code. Also fixed noise calculation for dungeon door
destinations - we were attempting to use pack depth in the calculation
before it had been initialized.
Fixed Regression in DungeonSchematic

As part of the rewrite, I'd removed code related to replacing the
sandstone markers under dungeon exit doors, so the markers weren't being
replaced. Now that's working again.
Removed Rift Creation and Unused Settings

Removed the rift creation code from the Rift Blade and removed unused
settings from DDProperties. Specifically, the rift creation flag for the
Rift Blade, since that's getting removed, and the RiftSpreadModified,
which hasn't been referenced for a while.

I also cleaned up the code in Rift Blade slightly. Its special functions
worked during testing but blocking did not. I'm not sure why at the
moment.
Fixed Doors and Minor Dungeon Change

Fixed the regression bug that caused some of our doors to get placed in
the wrong direction. Changing doors to inherit from BaseDimDoor caused
BlockRotator to assume they weren't dimensional doors because it used
"instanceof DimensionalDoor" to check. Thanks for figuring it out,
Steven! ^_^

Also made a minor change to dungeon generation. We now check the game
rule doMobSpawning and don't spawn Monoliths from DungeonSchematic if
the value is false. This is useful for testing without Monoliths around.
We still do work to remove the portal frame blocks even if the mobs
aren't spawned.
Merge pull request #86 from SenseiKiwi/rewrite

Progress on Rewrite