* Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request
Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.
Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.
In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.
I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.
EDIT:
I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.
This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

## Why It's Good For The Game
Old:

New:

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
* Flattens The Floor Plane (Camera Update Too)
* modular things
* Update fluff.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate
* Cleans up the fallout from plane cube
* liquid tweaks
* oop
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985)
* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* adds an above lighting layer, adds lighting overlays
* fixes wonkiness with broken and burned lights
* decreases overlay alpha a tad bit
* i gotta test this - removes new() override from mutable_appearance
* readds /mutable_appearance/New() for legacy behaviour
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.