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Tweaks turf add overlay logic (#23071)
## About PR Makes it so when a turf calls the overlay subsystem (if overlay layer was left as default) it'll add overlays slightly above the turf layer. With this we'll no longer have the silly issue where turf smoothing overlays appear under the adjacent turfs depending on turf load order In short, here's what it fixes Before: <img width="396" height="601" alt="Screenshot_10" src="https://github.com/user-attachments/assets/91708402-c6c6-433f-af9f-5293ce926731" /> After: <img width="391" height="598" alt="Screenshot_9" src="https://github.com/user-attachments/assets/556d48dd-d463-4f76-b075-f0d77340e837" /> --- to-do: - [x] Figure out whether to change `is_plating()` check method or add the missing `initial_flooring` for every exoplanet turf type since this plays a role in deciding decal layer, suffer as both paths are equally agonizing
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@@ -768,8 +768,10 @@ GLOBAL_LIST_INIT(mineral_can_smooth_with, list(
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GLOBAL_LIST_INIT(asteroid_floor_smooth, list(
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/turf/simulated/floor/exoplanet/asteroid/ash,
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/turf/simulated/wall,
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/turf/unsimulated/wall,
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/turf/simulated/mineral,
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/turf/simulated/wall
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/turf/unsimulated/mineral
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))
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// Copypaste parent for performance.
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