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author | reduz <reduzio@gmail.com> | 2021-04-27 12:43:49 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-04-30 17:38:02 -0300 |
commit | 90056460ad8e22d9166523dcb2defebb0581f95c (patch) | |
tree | d4cb11cbd03dc5b401f41627217b5d82cf06d195 /editor/scene_tree_editor.h | |
parent | 0ad03ba052dd3b7bea558a3a76c7ff5c46bf681a (diff) | |
download | redot-engine-90056460ad8e22d9166523dcb2defebb0581f95c.tar.gz |
Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
Diffstat (limited to 'editor/scene_tree_editor.h')
-rw-r--r-- | editor/scene_tree_editor.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/editor/scene_tree_editor.h b/editor/scene_tree_editor.h index b4c27b7c1f..acd49e8d92 100644 --- a/editor/scene_tree_editor.h +++ b/editor/scene_tree_editor.h @@ -157,6 +157,8 @@ public: Tree *get_scene_tree() { return tree; } + void update_warning(); + SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false); ~SceneTreeEditor(); }; |