What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
Bug fix, enhancement
What is the current behavior? (You can also link to an open issue here)
Fish factory runs in 26-36 fps in all of its three scenes and uses mixed lighting #512. The NPC didn't render transparency properly and used mixed light before #510. Sometimes the text over the doors are buggy #517
What is the new behavior? (if this is a feature change)
Fish factory runs generally around 70 fps now. However, it drops significantly when a "bad" fish that uses the old 3d model appears which is very high poly. Transparency is now rendered properly for the NPCs and uses an unlit transparent cutout shader. Red text over the doors are not buggy anymore.
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
No, but the discarded changes from the merge conflict in the BleedingStation scene needs to be added again.
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Bug fix, enhancement
What is the current behavior? (You can also link to an open issue here) Fish factory runs in 26-36 fps in all of its three scenes and uses mixed lighting #512. The NPC didn't render transparency properly and used mixed light before #510. Sometimes the text over the doors are buggy #517
What is the new behavior? (if this is a feature change) Fish factory runs generally around 70 fps now. However, it drops significantly when a "bad" fish that uses the old 3d model appears which is very high poly. Transparency is now rendered properly for the NPCs and uses an unlit transparent cutout shader. Red text over the doors are not buggy anymore.
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?) No, but the discarded changes from the merge conflict in the BleedingStation scene needs to be added again.
Other information: None