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Particle angle not showing correctly in editor when "One Shot" is selected #103072

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correojon opened this issue Feb 20, 2025 · 1 comment
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@correojon
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Tested versions

  • Reproducible in: v4.4.beta4.official [93d2706],
  • Not Reproducible in: v4.0.stable.official [92bee43], v4.2.2.stable.official [15073af], v4.3.stable.official [77dcf97]

System information

Godot v4.4.beta4 - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6603) - AMD Ryzen 5 7600X 6-Core Processor (12 threads)

Issue description

When spawning a GPUParticle3D in the editor, the particle will get a random orientation between angle_min and angle_max. However, if the One Shot option is selected, the particle will always spawn with the same orientation.
This only affects the editor, as in-game each time a particle is spawned it will get a random orientation as expected.

Steps to reproduce

In the attached project, select the OneShot_AngleDoesntWork node and click on it's Emitting property to spawn a particle. Every time a particle spawns it will always have the same rotation.
The node ExpectedBehaviour is a duplicate of OneShot_AngleDoesntWork but with the Time->One Shot property set to false. This node is constantly spawning particles with different random rotations between its angle_min and angle_max properties, which is the behaviour expected from the other node as well.

Minimal reproduction project (MRP)

particleorientation.zip

@matheusmdx
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This seems to be a duplicate of #102885 and was fixed by #103068, so i'll close this issue. The fix will be avaliable in the next release.
Thanks for reporting this bug, if in the next release you're still able to reproduce it let us know so the issue will be reopened.

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