code/__DEFINES/layers.dm 
| SEETHROUGH_PLANE | Slightly above the game plane but does not catch mouse clicks. Useful for certain visuals that should be clicked through, like seethrough trees |
|---|---|
| LIGHTING_PLANE | Normal 1 per turf dynamic lighting underlays |
| O_LIGHTING_VISUAL_PLANE | Lighting objects that are "free floating" |
| BYOND_LIGHTING_PLANE | Used in camerachunks to keep some turfs hidden on photo |
| EMISSIVE_PLANE | This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas. |
| EMISSIVE_RENDER_TARGET | The render target used by the emissive. |
| EMISSIVE_MASK_PLANE | Masks the emissive plane |
| ABOVE_LIGHTING_PLANE | Things that should render ignoring lighting |
| PIPECRAWL_IMAGES_PLANE | Pipecrawling images |
| CAMERA_STATIC_PLANE | AI Camera Static |
| HIGH_GAME_PLANE | Anything that wants to be part of the game plane, but also wants to draw above literally everything else |
| RUNECHAT_PLANE | Popup Chat Messages |
| BALLOON_CHAT_PLANE | Plane for balloon text (text that fades up) |
| SPLASHSCREEN_PLANE | Plane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this |
| HUD_PLANE_BUILDMODE | Buildmode HUD that in top-left corner |
| HUD_PLANE_DEBUGVIEW | Debug View. This should always be on top. No exceptions. |
| PLANE_RANGE | The range unique planes can be in |
| PLANE_MASTERS_GAME | Plane master controller keys |
| PLANE_CRITICAL_DISPLAY | This plane master will not go away if its layer is culled. useful for preserving effects |
| PLANE_CRITICAL_NO_EMPTY_RELAY | This plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself |
| BLOCKS_PLANE_OFFSETTING | This plane master will not be offset itself, existing only once with an offset of 0 Mostly used for planes that really don't need to be duplicated, like the hud planes |
| OFFSET_RELAYS_MATCH_HIGHEST | This plane master will have its relays offset to match the highest rendering plane that matches the target Required for making things like the blind fullscreen not render over runechat |
| MULTIZ_PERFORMANCE_DISABLE | A value of /datum/preference/numeric/multiz_performance that disables the option |
| MAX_EXPECTED_Z_DEPTH | We expect at most 3 layers of multiz Increment this define if you make a huge map. We game test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too |
| MAP_EDITOR_TURF_LAYER | Which layer turfs appear on by default in the map editor. Should be unique! |
| RADIAL_CONTENT_LAYER | 1000 is an unimportant number, it's just to normalize copied layers |
Define Details
ABOVE_LIGHTING_PLANE 
Things that should render ignoring lighting
BALLOON_CHAT_PLANE 
Plane for balloon text (text that fades up)
BLOCKS_PLANE_OFFSETTING 
This plane master will not be offset itself, existing only once with an offset of 0 Mostly used for planes that really don't need to be duplicated, like the hud planes
BYOND_LIGHTING_PLANE 
Used in camerachunks to keep some turfs hidden on photo
CAMERA_STATIC_PLANE 
AI Camera Static
EMISSIVE_MASK_PLANE 
Masks the emissive plane
EMISSIVE_PLANE 
This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
EMISSIVE_RENDER_TARGET 
The render target used by the emissive.
HIGH_GAME_PLANE 
Anything that wants to be part of the game plane, but also wants to draw above literally everything else
HUD_PLANE_BUILDMODE 
Buildmode HUD that in top-left corner
HUD_PLANE_DEBUGVIEW 
Debug View. This should always be on top. No exceptions.
LIGHTING_PLANE 
Normal 1 per turf dynamic lighting underlays
MAP_EDITOR_TURF_LAYER 
Which layer turfs appear on by default in the map editor. Should be unique!
MAX_EXPECTED_Z_DEPTH 
We expect at most 3 layers of multiz Increment this define if you make a huge map. We game test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too
MULTIZ_PERFORMANCE_DISABLE 
A value of /datum/preference/numeric/multiz_performance that disables the option
OFFSET_RELAYS_MATCH_HIGHEST 
This plane master will have its relays offset to match the highest rendering plane that matches the target Required for making things like the blind fullscreen not render over runechat
O_LIGHTING_VISUAL_PLANE 
Lighting objects that are "free floating"
PIPECRAWL_IMAGES_PLANE 
Pipecrawling images
PLANE_CRITICAL_DISPLAY 
This plane master will not go away if its layer is culled. useful for preserving effects
PLANE_CRITICAL_NO_EMPTY_RELAY 
This plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself
PLANE_MASTERS_GAME 
Plane master controller keys
PLANE_RANGE 
The range unique planes can be in
RADIAL_CONTENT_LAYER 
1000 is an unimportant number, it's just to normalize copied layers
RUNECHAT_PLANE 
Popup Chat Messages
SEETHROUGH_PLANE 
Slightly above the game plane but does not catch mouse clicks. Useful for certain visuals that should be clicked through, like seethrough trees
SPLASHSCREEN_PLANE 
Plane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this