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Implement Particle Trails
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
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@@ -665,7 +665,7 @@ void SceneTreeEditor::_notification(int p_what) {
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get_tree()->connect("tree_process_mode_changed", callable_mp(this, &SceneTreeEditor::_tree_process_mode_changed));
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get_tree()->connect("node_removed", callable_mp(this, &SceneTreeEditor::_node_removed));
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get_tree()->connect("node_renamed", callable_mp(this, &SceneTreeEditor::_node_renamed));
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get_tree()->connect("node_configuration_warning_changed", callable_mp(this, &SceneTreeEditor::_warning_changed));
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get_tree()->connect("node_configuration_warning_changed", callable_mp(this, &SceneTreeEditor::_warning_changed), varray(), CONNECT_DEFERRED);
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tree->connect("item_collapsed", callable_mp(this, &SceneTreeEditor::_cell_collapsed));
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@@ -1102,6 +1102,9 @@ void SceneTreeEditor::_rmb_select(const Vector2 &p_pos) {
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emit_signal("rmb_pressed", tree->get_screen_transform().xform(p_pos));
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}
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void SceneTreeEditor::update_warning() {
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_warning_changed(nullptr);
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}
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void SceneTreeEditor::_warning_changed(Node *p_for_node) {
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//should use a timer
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update_timer->start();
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