- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
30 lines
1.3 KiB
XML
30 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeParticleAccelerator" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A visual shader node that accelerates particles.
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</brief_description>
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<description>
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Particle accelerator can be used in "process" step of particle shader. It will accelerate the particles. Connect it to the Velocity output port.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="VisualShaderNodeParticleAccelerator.Mode" default="0">
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Defines in what manner the particles will be accelerated.
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</member>
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</members>
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<constants>
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<constant name="MODE_LINEAR" value="0" enum="Mode">
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The particles will be accelerated based on their velocity.
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</constant>
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<constant name="MODE_RADIAL" value="1" enum="Mode">
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The particles will be accelerated towards or away from the center.
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</constant>
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<constant name="MODE_TANGENTIAL" value="2" enum="Mode">
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The particles will be accelerated tangentially to the radius vector from center to their position.
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</constant>
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<constant name="MODE_MAX" value="3" enum="Mode">
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Represents the size of the [enum Mode] enum.
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</constant>
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</constants>
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</class>
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