Files
godot/scene/3d
Rémi Verschelde d0c2005da1 CPUParticles: Do randomness ratio computations in phase instead of time
The original shader code uses a phase (ratio from 0 to 1 for the particle
lifetime) for the randomness ratio computations, and this code was ported
over but converted to time computations.

The seeding/cycle logic was thus invalid, so we're going back to phase
for these computations, thus fixing the previous non-working time/emission
randomness property.

Part of #29692. Follow-up to #26859.
2019-06-11 23:40:56 +02:00
..
2019-01-01 12:58:10 +01:00
2019-03-02 19:01:26 -08:00
2019-01-01 12:58:10 +01:00
2019-01-01 12:58:10 +01:00
2019-01-01 12:58:10 +01:00
2019-01-01 12:58:10 +01:00
2019-05-19 13:10:35 +02:00
2019-01-01 12:58:10 +01:00