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What does the PR do This reworks how our rendering is handled, specifically moves away from plane masters as the end solution: Instead we replace plane masters rendering directly to client with planes that render multiple planes onto them as objects in order to be able to affect multiple planes while treating them as a single object. This is done by relaying the plane using a "render relay" onto a "render plate" which acts as a plane master of plane masters of sorts, and since planes are rendered onto it as single objects any filters we apply to them will render over the planes, treating them as a single unit image Also cleaned up unused plane masters and render targets to reduce clutter, as well as removing a useless filter that was resulting from confusion due to said clutter. Clientside performance testing showed no significant change, no effect on serverside performance as this is clientside. Also added the blackness plane master so it can be relayed, side effect is that it can now be used to adjust how blackness is rendered P2 should introduce rendering one plane to multiple render_plates, but i want to get this done before I finish that, though testing shows its feasible Why It's Good For The Game Allows more advanced effects. As an example i made a grav anomaly effect in like 30 seconds for this video i will improve it once im awake properly: https://streamable.com/lu98dz Documentation images should be merged here after this pr is done tgstation/documentation-assets#2 Changelog cl qol: grav anomalies now have a pretty effect refactor: Rendering has been refactored, remember to report bugs /cl