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