ips-pro-development's People
ips-pro-development's Issues
MeshEmitters is unstable
I think, would like to get some testing information on this issue.
Particle collision callbacks
//Write description here
ParticleEffect needs to be upgraded to FXComposition
Instead of only being able to spawn and control particleemitters, ParticleEffects should also work with shapes and decals
Debouncing algorithm needs to be fixed
The particles doesn't debounce properly off all faces, only some. To some faces they simply stick.
Particle behaviours
Particle behaviours defines how particles act after being spawned.
Want a swarm behaviour:
http://www.youtube.com/watch?v=LRmYr4ZnPL4
Normal based limit to emission are on MeshEmitter
Load shapes into IPS-AT
//Description here
Particle Emitter LOD system
Ideas:
- The further away from an emitter you are the less particles is emitted.
- At a specific distance, change to a lower res texture
MaskEmitter sa_radius not visible to WorldEditor
^As title says
MeshEmitters not working on GroundCover and Forest
Node based emission area on MeshEmitter
//Description here
MaskEmitter min and max treshold
This will make for some stunning effects!
Treshold is already there, just need a min and max instead of just a min.
ParticleEffect should only parse the value name once and then use pointers.
Instead of doing a string.compare on every possible value name on every tick, it should just use a pointer to increase efficiency.
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