feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -38,13 +38,24 @@
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<description>
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Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
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The default ParticleProcessMaterial will overwrite [param color] and use the contents of [param custom] as [code](rotation, age, animation, lifetime)[/code].
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[b]Note:[/b] [method emit_particle] is only supported on the Forward+ and Mobile rendering methods, not Compatibility.
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</description>
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</method>
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<method name="request_particles_process">
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<return type="void" />
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<param index="0" name="process_time" type="float" />
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<description>
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Requests the particles to process for extra process time during a single frame.
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Useful for particle playback, if used in combination with [member use_fixed_seed] or by calling [method restart] with parameter [code]keep_seed[/code] set to [code]true[/code].
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</description>
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</method>
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<method name="restart">
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<return type="void" />
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<param index="0" name="keep_seed" type="bool" default="false" />
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<description>
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Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the [signal finished] signal before calling.
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[b]Note:[/b] The [signal finished] signal is only emitted by [member one_shot] emitters.
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If [param keep_seed] is [code]true[/code], the current random seed will be preserved. Useful for seeking and playback.
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</description>
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</method>
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</methods>
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@ -96,6 +107,7 @@
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</member>
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
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Particle system starts as if it had already run for this many seconds.
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[b]Note:[/b] This can be very expensive if set to a high number as it requires running the particle shader a number of times equal to the [member fixed_fps] (or 30, if [member fixed_fps] is 0) for every second. In extreme cases it can even lead to a GPU crash due to the volume of work done in a single frame.
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</member>
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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[Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
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@ -103,6 +115,9 @@
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<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
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Emission lifetime randomness ratio.
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</member>
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<member name="seed" type="int" setter="set_seed" getter="get_seed" default="0">
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Sets the random seed used by the particle system. Only effective if [member use_fixed_seed] is [code]true[/code].
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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</member>
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@ -127,6 +142,9 @@
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<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
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The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
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</member>
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<member name="use_fixed_seed" type="bool" setter="set_use_fixed_seed" getter="get_use_fixed_seed" default="false">
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If [code]true[/code], particles will use the same seed for every simulation using the seed defined in [member seed]. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.
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</member>
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<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
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The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
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@ -136,7 +154,7 @@
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
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Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
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This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
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[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
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</description>
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</signal>
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