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Explain parameter usage in GPUParticles3D and GPUParticles2D #85717
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how can this simple text change fail a check? |
@thmasn See the review comment by @AThousandShips above. There are spaces at the end of the line that should be removed (and she suggested adding a word too, though that part is not what causes the CI error, the trailing spaces are). Note: Please make modifications by amending the commit, and force pushing the changes, so that it stays as a single commit (see PR workflow). While doing this, you should also amend the commit message to be more explicit (e.g. like the PR title). Alternatively, a maintainer can also update your PR branch directly to do those improvements. |
i think i fixed it:
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There's a similar API in GPUParticles2D, so it sounds like the same changes should be made there? Aside from my comment on the form, I can't really evaluate whether the actual content is accurate, would be good to get input from @QbieShay As a side note, this |
Co-Authored-By: A Thousand Ships <[email protected]>
i modified the text to also use the code-tag. i would favor the "use" word over "map", as the properties stay inside the vector4, and are maintained in this form. i again amended the commit to match these changes. |
It will overwrite both custom and color |
yes, both are updated each frame in the processMaterial. but, it seems to me like the intial parameters passed in custom still matter though: p.e. when you pass a lifetime of 0.0, or an age greater than the lifetime, the particle dies instantly. |
Oooh good catch! |
Thanks! And congrats on your first merged contribution to the engine! |
extended the description to explain how the passed parameters are used by the default ParticleProcessMaterial.
should set correct expectations for issues like 85358