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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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@@ -445,10 +445,10 @@ void Curve::set_bake_resolution(int p_resolution) {
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_baked_cache_dirty = true;
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}
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real_t Curve::interpolate_baked(real_t offset) {
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real_t Curve::interpolate_baked(real_t offset) const {
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if (_baked_cache_dirty) {
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// Last-second bake if not done already
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bake();
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const_cast<Curve *>(this)->bake();
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}
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// Special cases if the cache is too small
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