- 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.
This commit is contained in:
Joonas Rikkonen
2017-08-20 19:05:25 +03:00
parent 3c0f099448
commit 4a460ff150
9 changed files with 94 additions and 38 deletions
@@ -143,7 +143,7 @@ namespace Barotrauma
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
{
DamageParticles(worldPosition);
DamageParticles(deltaTime, worldPosition);
var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
@@ -168,6 +168,6 @@ namespace Barotrauma
return attackResult;
}
partial void DamageParticles(Vector2 worldPosition);
partial void DamageParticles(float deltaTime, Vector2 worldPosition);
}
}