This was an attempt by the game to cache the pipelines ahead of time
for the bullet. However, the title screen does not use SDFGI or VoxelGI,
so the ubershader pipeline pre-compilation is not detecting it should
create these pipelines.
The extra two to four pipelines we're seeing on the first shot are the
new pipelines encountered due to the fact the effect only gets enabled
when starting the game, but the instancing of this bullet ahead of time
is not done there instead.
Merely instancing the bullet scene as hidden fixes this issue immediately,
as hidden surfaces are added to the cache.
* Fixed the font under Linux appearing crazy thin
* Fixed Material 001 failing to compile under Linux
* Fixed the god ray materials appearing incorrectly in Linux
* Fixed spark FX not displaying as intended on Linux
* Fixed the Red Robots laser displaying incorrectly under Linux
* Fixed the Blast Material from the player weapon displaying as a opaque card under Linux
- Add projector light textures.
- Tweak the flying forklift's dynamic light and particles to be more noticeable.
- Add bullet impact particles with collision against level geometry
(using a generated SDF).
- Don't use fixed FPS and disable interpolation to make particles smoother
(trails aren't used, so fixed FPS isn't strictly needed).
- Add proximity fade to some particles to smooth out the transition
with solid geometry.
- Fix some particles being shaded when they should be unshaded.
- Reduce crosshair size to be more subtle while aiming.
This improves performance when the player or enemy fires their weapon,
or when an enemy dies. This may also help reduce shader compilation stutter
on the first playthrough (even when asynchronous compilation is enabled).
- added blast effect for laser hit
- reworked laser shader and shape
- reworked charging effect
- changed effect for death
- added disappear effect for parts