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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)
This commit is contained in:
reduz
2021-04-27 12:43:49 -03:00
parent 0ad03ba052
commit 90056460ad
33 changed files with 1576 additions and 180 deletions

View File

@@ -443,6 +443,7 @@ public:
singleton->_instance_queue_update(instance, false, true);
} break;
case RendererStorage::DEPENDENCY_CHANGED_MESH:
case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_DECAL:
case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
@@ -661,6 +662,7 @@ public:
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
//test is more coarse in indexer
p_instance->pair_check = pair_pass;