- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub. - ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
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@@ -159,7 +159,7 @@ namespace Barotrauma.Lights
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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if (Character.Controlled != null)
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{
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