Document the requirement to update GPU particle visibility

This also updates some option names in the editor for consistency
and accuracy.

See #44955.
This commit is contained in:
Hugo Locurcio 2021-01-06 19:15:03 +01:00
parent a18df71789
commit cec16357ef
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GPG key ID: 39E8F8BE30B0A49C
6 changed files with 10 additions and 4 deletions

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@ -6,6 +6,7 @@
<description>
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.
</description>
<tutorials>
</tutorials>

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@ -6,6 +6,7 @@
<description>
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html</link>

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@ -1,11 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles" inherits="GeometryInstance" version="3.2">
<brief_description>
3D particle emitter.
GPU-based 3D particle emitter.
</brief_description>
<description>
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.
</description>
<tutorials>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>

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@ -1,11 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles2D" inherits="Node2D" version="3.2">
<brief_description>
2D particle emitter.
GPU-based 2D particle emitter.
</brief_description>
<description>
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.
</description>
<tutorials>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html</link>

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@ -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"));

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@ -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);