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* Adds emissive carpet, adds plane support to decal element - Adds a basic abstract/debugging emissive carpet - Makes decals capable of supporting plane - Adds auto-smoothing decals * Adds simple neon carpet variations * Adds neon carpet reagents and recipes * Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects - Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness. * Makes neon carpet tile stacks emissive * Rearranges and docs some emissive plane masters - Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane * Fixes null mats_per_unit stack recombining after splitting - I think I broke this a while ago when I reworked how stacks handle materials. Whoops. - This basically only effects carpet at the moment. Good thing I did this when I did! * Adds neon carpets to cargo - Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits * Fixes neon carpet highlights leaking through vending machines and such - Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays... - Generic emissive blocking has been elementized and some update_overlays procs have been straightened out. * Fixes id_arg_index for the emissive blocker element * Commits @Rohsie's suggestions