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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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@@ -631,8 +631,22 @@ public:
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virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
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virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
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virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
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virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
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enum ParticlesTransformAlign {
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PARTICLES_TRANSFORM_ALIGN_DISABLED,
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PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD,
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PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY,
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PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY,
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};
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virtual void particles_set_transform_align(RID p_particles, ParticlesTransformAlign p_transform_align) = 0;
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virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length_sec) = 0;
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virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform> &p_bind_poses) = 0;
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virtual bool particles_is_inactive(RID p_particles) = 0;
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virtual void particles_request_process(RID p_particles) = 0;
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virtual void particles_restart(RID p_particles) = 0;
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