Fixes topdown emissives/emissive blockers and blood trail rendering (#92430)

## About The Pull Request

Fixes this

<img width="983" height="591" alt="zen_Mhqh2OqiU4"
src="https://github.com/user-attachments/assets/b3275052-1b24-404b-82bc-a4c8e88bdbcf"
/>

This code is mildly bad, but this is the best way we can fix FLOAT_LAYER
topdown emissives/blockers rendering ontop of everything else.

Also added logging/unit testing for blood trails spawned outside of
holders, mappers can use holders to spawn trails (which is the right way
to add them to your maps)

## Changelog
🆑
fix: Fixed blood/glass floor glow going over objects
/🆑
This commit is contained in:
SmArtKar
2025-08-06 23:13:05 +00:00
committed by GitHub
parent 2ec5be871e
commit ea0fa299c4
5 changed files with 51 additions and 6 deletions
+3 -1
View File
@@ -276,8 +276,10 @@ GLOBAL_VAR_INIT(focused_tests, focused_tests())
/obj/effect/bug_moving,
//The abstract grown item expects a seed, but doesn't have one
/obj/item/food/grown,
///Single use case holder atom requiring a user
//Single use case holder atom requiring a user
/atom/movable/looking_holder,
//Should not exist outside of holders
/obj/effect/decal/cleanable/blood/trail,
)
// Everything that follows is a typesof() check.