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## About The Pull Request Carpets were manually assigning emissive plane to a normal overlay, while using incorrect logic (adding alpha to it instead of coloring the overlay), resulting in this mess which both shows through objects and is twice as bright as it should be <img width="494" height="227" alt="image" src="https://github.com/user-attachments/assets/9cc63e90-a4e9-4d2b-b164-ec1e173af628" /> I've added a separate emissive decal element subtype, as well as (just in case) banning all FLOAT_LAYER overlays from topdown planes, instead of allowing them when manually passed into the proc (topdown planes should never have floating emissives) ## Changelog 🆑 fix: Fixed emissive overlays on neon carpets poking through objects /🆑