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@@ -114,7 +114,7 @@
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Minimum equivalent of [member anim_speed_max].
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Minimum equivalent of [member anim_speed_max].
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</member>
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</member>
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<member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true">
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<member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true">
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- True if the interaction with particle attractors is enabled.
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+ If [code]true[/code], interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].
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</member>
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</member>
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<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce">
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<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce">
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The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
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The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
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@@ -124,11 +124,11 @@
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</member>
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</member>
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<member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticleProcessMaterial.CollisionMode" default="0">
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<member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticleProcessMaterial.CollisionMode" default="0">
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The particles' collision mode.
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The particles' collision mode.
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- [b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes.
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+ [b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. In 3D, collisions only occur within the area defined by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].
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[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes.
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[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes.
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</member>
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</member>
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<member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false">
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<member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false">
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- Should collision take scale into account.
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+ If [code]true[/code], [member GPUParticles3D.collision_base_size] is multiplied by the particle's effective scale (see [member scale_min], [member scale_max], [member scale_curve], and [member scale_over_velocity_curve]).
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</member>
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
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Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
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Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
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@@ -316,16 +316,22 @@
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Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
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Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
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</member>
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</member>
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<member name="sub_emitter_amount_at_collision" type="int" setter="set_sub_emitter_amount_at_collision" getter="get_sub_emitter_amount_at_collision">
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<member name="sub_emitter_amount_at_collision" type="int" setter="set_sub_emitter_amount_at_collision" getter="get_sub_emitter_amount_at_collision">
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- Sub particle amount on collision.
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- Maximum amount set in the sub particles emitter.
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+ The amount of particles to spawn from the subemitter node when a collision occurs. When combined with [constant COLLISION_HIDE_ON_CONTACT] on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.
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+ [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
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</member>
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</member>
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<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
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<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
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+ The amount of particles to spawn from the subemitter node when the particle expires.
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+ [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
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</member>
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</member>
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<member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency">
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<member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency">
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+ The frequency at which particles should be emitted from the subemitter node. One particle will be spawned every [member sub_emitter_frequency] seconds.
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+ [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
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</member>
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</member>
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<member name="sub_emitter_keep_velocity" type="bool" setter="set_sub_emitter_keep_velocity" getter="get_sub_emitter_keep_velocity" default="false">
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<member name="sub_emitter_keep_velocity" type="bool" setter="set_sub_emitter_keep_velocity" getter="get_sub_emitter_keep_velocity" default="false">
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+ If [code]true[/code], the subemitter inherits the parent particle's velocity when it spawns.
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</member>
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</member>
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<member name="sub_emitter_mode" type="int" setter="set_sub_emitter_mode" getter="get_sub_emitter_mode" enum="ParticleProcessMaterial.SubEmitterMode" default="0">
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<member name="sub_emitter_mode" type="int" setter="set_sub_emitter_mode" getter="get_sub_emitter_mode" enum="ParticleProcessMaterial.SubEmitterMode" default="0">
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+ The particle subemitter mode (see [member GPUParticles2D.sub_emitter] and [member GPUParticles3D.sub_emitter]).
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</member>
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</member>
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<member name="tangential_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
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<member name="tangential_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
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Each particle's tangential acceleration will vary along this [CurveTexture].
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Each particle's tangential acceleration will vary along this [CurveTexture].
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