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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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33 changed files with 1576 additions and 180 deletions
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@ -491,14 +491,20 @@ public:
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FUNC2(particles_set_use_local_coordinates, RID, bool)
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FUNC2(particles_set_process_material, RID, RID)
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FUNC2(particles_set_fixed_fps, RID, int)
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FUNC2(particles_set_interpolate, RID, bool)
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FUNC2(particles_set_fractional_delta, RID, bool)
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FUNC1R(bool, particles_is_inactive, RID)
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FUNC3(particles_set_trails, RID, bool, float)
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FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform> &)
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FUNC1(particles_request_process, RID)
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FUNC1(particles_restart, RID)
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FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
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FUNC2(particles_set_subemitter, RID, RID)
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FUNC2(particles_set_collision_base_size, RID, float)
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FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
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FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
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FUNC2(particles_set_draw_passes, RID, int)
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