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GPUParticles2D trails continue simulating when tree is paused #85213
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I am not certain, changing the interpolation flag has no discernible effect. |
Further testing on this has shown that it does not only happen on particles with trails, but it might be related to turbulence. I have attached a new MRP that also shows a third particle system that has trails, but has turbulence turned off. So two things I can take away from this:
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tomas-g03
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Mar 25, 2024
When using particles with trails or turbulence, some simulation would continue to happen when the scene tree was paused, because neither feature was taking the particle system's speed scale into account. With this commit, trails are frozen at the latest frame when the speed scale is zero, while changes in velocity resulting from turbulence are multiplied by delta time so that they adjust for speed scale and fixed FPS. The default values of speed 1.0 and 30 FPS were used as reference for correct behavior. Fixes godotengine#85213.
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Godot version
v4.2.rc1.official [ad72de5]
System information
Godot v4.2.rc1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)
Issue description
Particle trails continue simulating and cause weird artifacts when the game is paused. I have tested this on 4.2 Beta 6, RC1, but also on 4.1.3 stable.
godot_z8cBnfh0uH.mp4
The above video is from the MRP included below.
Steps to reproduce
Minimal reproduction project
ParticleTrailPaused.zip
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