Improved particle collision logic:
- checking if any of the extents of the particle collide with the edges of the hull, instead of just checking if a position in the direction the particle is heading is outside the hull - separate fields for friction and restitution
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@@ -9,6 +9,8 @@
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lifetime="2"
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growtime ="0.2"
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collideswithwalls="true"
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friction="0.01"
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restitution="0.2"
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collisionradius="30.0"
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velocitychange="0.0, -9.8">
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
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@@ -153,7 +155,8 @@
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collisionradius="80.0"
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velocitychange="0.0, 2.5"
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animduration="4"
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restitution="0.98"
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friction="0.01"
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restitution="0.01"
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loopanim="false">
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<animatedsprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="0,0,1024,1024" columns="5" rows="5"/>
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</smoke>
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@@ -222,6 +225,7 @@
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growtime ="0.3"
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lifetime="3"
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collisionradius="30.0"
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friction="0.01"
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restitution="0.1"
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velocitychange="0.0, -0.5">
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
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@@ -250,7 +254,7 @@
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lifetime="10.0"
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drawtarget="both"
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collideswithwalls="true"
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collisionradius="10.0"
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collisionradius="10.0"
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restitution="0.2"
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waterdrag="0.1"
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growtime ="0.0"
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