fix: flickering selection outlines #454
Merged
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Previously, we swapped between two proxy renderers in order to minimize the cost of building new
game objects all the time, and to allow a new pipeline to build in parallel with rendering the
prior pipeline. This worked, but caused flickering effects, due to the unity selection system being
stateful and remembering the previously selected/highlighted instance ID.
Here, we instead have a single primary proxy used for all rendering, and use alternate objects
while setting up a shadow proxy pipeline.
Closes: #453