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v1.21.1-4.23.0

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fix: prevent red alloy/insulated wire from becoming unpowerable after…

… a thrown lookup

RedstonePropagator's global redstone flags were toggled around connection
discovery and signal calculation without try/finally, so a neighbor lookup that
threw mid-way left the static flag stuck in its temporary value for the rest of
the session.

Most visibly, FramedRedwirePart and RedstoneTubePart#discoverStraightOverride
set canConnectRedwires=false and restore it afterwards. If
RedstoneInteractions.{otherConnectionMask,connectionMask} throws (e.g. a modded
neighbor or a partially-loaded chunk), the restore is skipped and the flag is
left false. RedwirePart#canConnectRedstone then returns false for every face red
alloy/insulated wire, so they report no redstone connection and read zero vanilla
power -- they can no longer be powered. Gates and vanilla redstone are unaffected
(different flags / code paths), which is why only the wires appear broken.

The flags are only reset on ServerAboutToStartEvent, so the corruption persists
for an entire dedicated-server session while singleplayer silently recovers on
each world reload.

Wrap every RedstonePropagator flag toggle (canConnectRedwires in
discoverStraightOverride, and the dust/redwire power flags in calculateSignal) in
try/finally so global state is always restored even if a lookup throws.

Affects RedwirePart, FramedRedwirePart, RedstoneTubePart, and ArrayGatePart.

v1.21.1-4.22.0

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fix: project bench remaining items sometimes disappearing

v1.20.1-4.21.0

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ci: fix jars not being attached to github releases

(cherry picked from commit 23d1d8d)

v1.20.4-4.21.0

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feat: add note block instruments to various blocks

v1.20.1-4.20.0

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chore: update readme links

v1.20-4.19.0

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fix: segment display z-fighting when using Embeddium

v1.19-4.18.0

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fix: server/client blocks getting out of sync during frame move

v1.19-4.17.0

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fix: gate interactions not working in multiplayer

v4.16

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internal: minor logging cleanup

v4.15

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fix: autocrafter not dropping contents