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When one_shot enabled, explosiveness set to 1, and lifetime is small, particles go back to their previous status at the end of their lifetime. Same issue occurs to both GPUParticles2D and GPUParticles3D.
A bit similar to #56691, but in that issue the flicker seems to happen at the start of lifetime instead of the end.
Steps to reproduce
Set lifetime 0.5, enable one_shot, set explosiveness 1, set fixed_delta 30. Add some lifetime related properties, e.g. scale curve or color ramp. Click emitting.
Godot version
v4.0.alpha.custom_build [80baa13]
System information
Windows 11, Vulkan
Issue description
When
one_shot
enabled,explosiveness
set to 1, andlifetime
is small, particles go back to their previous status at the end of their lifetime. Same issue occurs to both GPUParticles2D and GPUParticles3D.A bit similar to #56691, but in that issue the flicker seems to happen at the start of lifetime instead of the end.
Steps to reproduce
Set
lifetime
0.5, enableone_shot
, setexplosiveness
1, setfixed_delta
30. Add some lifetime related properties, e.g. scale curve or color ramp. Clickemitting
.Minimal reproduction project
GPUParticles.zip
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