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Things like screen shakes (even if I hate them), particle systems, color filters, blur (even focal blur, focusing on a specific collision layer) or other shader-based effects could be predefined in th…
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### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 10 Home, Intel(R) Core(TM) i5-4210H CPU @ 2.90GHz 2.90 GHz,
### Issue description
GPUParticleSystem3D with s…
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### Describe the project you are working on
A particle effect with billboarded shaded quads in a 3D environment
### Describe the problem or limitation you are having in your project
I'm making a sp…
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BuildCraft version: 7.99.24.1
Forge version: 14.23.5.2838
Link to crash report or log: [2019-06-30-7.log.gz](https://github.com/BuildCraft/BuildCraft/files/3343477/2019-06-30-7.log.gz)
Singlepl…
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Hi,
Before reporting the issue #2704, I had checked the [manual](https://developer.playcanvas.com/en/api/pc.ParticleSystemComponent.html) first. As there was no way to change a certain property of …
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Because of how the code's set up, [**npc_turret_floor** tries to precache the **explosion_turret_break** particle if **hl2_episodic** is active](https://github.com/ValveSoftware/source-sdk-2013/blob/m…
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Support GLSL shaders and provide easy-to-use dynamic lighting techniques to the user through stdlib functionality.
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## What just happened?
The glowing effect is too strong with particles.
Seen from far away it looks different than in the previous versions.
You can't see the particles anymore and it looks li…
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```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
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```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…