diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles.xml index 7e514b95d48..0e0b3ced38e 100644 --- a/doc/classes/CPUParticles.xml +++ b/doc/classes/CPUParticles.xml @@ -6,6 +6,7 @@ CPU-based 3D particle node used to create a variety of particle systems and effects. See also [Particles], which provides the same functionality with hardware acceleration, but may not run on older devices. + [b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly and doesn't need to be configured by the user. diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 1e13391702b..d9f003053f6 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -6,6 +6,7 @@ CPU-based 2D particle node used to create a variety of particle systems and effects. See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. + [b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user. https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 1a96268e7b8..e683ed1992a 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -1,11 +1,13 @@ - 3D particle emitter. + GPU-based 3D particle emitter. 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. + [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml index 17dca449fb5..2d45d5fe57e 100644 --- a/doc/classes/Particles2D.xml +++ b/doc/classes/Particles2D.xml @@ -1,11 +1,13 @@ - 2D particle emitter. + GPU-based 2D particle emitter. 2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b]. + [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html diff --git a/editor/plugins/particles_2d_editor_plugin.cpp b/editor/plugins/particles_2d_editor_plugin.cpp index b036368bc8f..9af260dc705 100644 --- a/editor/plugins/particles_2d_editor_plugin.cpp +++ b/editor/plugins/particles_2d_editor_plugin.cpp @@ -381,7 +381,7 @@ Particles2DEditorPlugin::Particles2DEditorPlugin(EditorNode *p_node) { menu->get_popup()->add_item(TTR("Load Emission Mask"), MENU_LOAD_EMISSION_MASK); // menu->get_popup()->add_item(TTR("Clear Emission Mask"), MENU_CLEAR_EMISSION_MASK); menu->get_popup()->add_separator(); - menu->get_popup()->add_item(TTR("Convert to CPUParticles"), MENU_OPTION_CONVERT_TO_CPU_PARTICLES); + menu->get_popup()->add_item(TTR("Convert to CPUParticles2D"), MENU_OPTION_CONVERT_TO_CPU_PARTICLES); menu->get_popup()->add_separator(); menu->get_popup()->add_item(TTR("Restart"), MENU_RESTART); menu->set_text(TTR("Particles")); diff --git a/editor/plugins/particles_editor_plugin.cpp b/editor/plugins/particles_editor_plugin.cpp index f869dabf9a6..499340a4fb4 100644 --- a/editor/plugins/particles_editor_plugin.cpp +++ b/editor/plugins/particles_editor_plugin.cpp @@ -469,7 +469,7 @@ ParticlesEditor::ParticlesEditor() { particles_editor_hb->hide(); options->set_text(TTR("Particles")); - options->get_popup()->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB); + options->get_popup()->add_item(TTR("Generate Visibility AABB"), MENU_OPTION_GENERATE_AABB); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Emission Points From Mesh"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH); options->get_popup()->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE);