improved 2D collisions, fixed duplicate line in fireworks 1D, remove additional dimming if gamma is active
Adding symmetrical but random pushing leads to better stacking, also pushing more if large particles are too close helps to separate them better. Pushing them every frame also helps. Pushing only particle1 as it was tends to lead to more collapsing and some random movement within a pile. There was also a bug which applied way to much velocity unnecessarily.
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@@ -9861,7 +9861,6 @@ uint16_t mode_particleFireworks1D(void) {
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uint8_t *forcecounter;
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if (SEGMENT.call == 0) { // initialization
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if (!initParticleSystem1D(PartSys, 4, 150, 4, true)) // init advanced particle system
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if (!initParticleSystem1D(PartSys, 4, 150, 4, true)) // init advanced particle system
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return mode_static(); // allocation failed or is single pixel
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PartSys->setKillOutOfBounds(true);
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