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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@ -235,6 +235,7 @@ public:
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FLAG_USE_TEXTURE_REPEAT,
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FLAG_INVERT_HEIGHTMAP,
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FLAG_SUBSURFACE_MODE_SKIN,
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FLAG_PARTICLE_TRAILS_MODE,
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FLAG_MAX
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};
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@ -305,16 +306,15 @@ private:
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uint64_t roughness_channel : get_num_bits(TEXTURE_CHANNEL_MAX - 1);
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uint64_t emission_op : get_num_bits(EMISSION_OP_MAX - 1);
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uint64_t distance_fade : get_num_bits(DISTANCE_FADE_MAX - 1);
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// flag bitfield
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uint64_t feature_mask : FEATURE_MAX - 1;
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uint64_t flags : FLAG_MAX - 1;
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// booleans
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uint64_t deep_parallax : 1;
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uint64_t grow : 1;
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uint64_t proximity_fade : 1;
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// flag bitfield
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uint32_t feature_mask;
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uint32_t flags;
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MaterialKey() {
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memset(this, 0, sizeof(MaterialKey));
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}
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