Add detail to emitting docs for particles
Highlight when emitting will and won't restart emission
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4 changed files with 4 additions and 4 deletions
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@ -169,7 +169,7 @@
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The sphere's radius if [member emission_shape] is set to [constant EMISSION_SHAPE_SPHERE].
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
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@ -183,7 +183,7 @@
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The sphere's radius if [enum EmissionShape] is set to [constant EMISSION_SHAPE_SPHERE].
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
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@ -50,7 +50,7 @@
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
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@ -78,7 +78,7 @@
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<member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
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