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Fixed Bug: Number of particles removed by particle.kill_all - #17
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Problem: particle.kill_all always printed the fixed string particle.kill_all: cleared, so an operator clearing a suspected particle leak couldn't tell whether 0 or 40,000 particles were removed. Change: Read the particle count from ParticleSystem::GetParticles() before calling clear() and included it in the output.
Up to standards ✅🟢 Issues
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Hi @baaz777, Thanks for jumping in so quickly, having another pair of eyes on this is always appreciated! 😊 If you'd like to dive in deeper as a contributer: The project is a bit opaque about where assets live and it's a bit tricky to set up your own assets which means runtime testing can be quite cumbersome, if you'd like to test locally yourself here are two easy ways to get you up and running in case you want to be more hands-on for future issues:
Let me know if you need support and we can arrange something, and thanks again for volunteering and helping improve Rift, you're always welcome to work on future issues! 👾 Alex |
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no problem, i sent you a request on discord. |
Problem:
particle.kill_all always printed the fixed string particle.kill_all: cleared, so an operator clearing a suspected particle leak couldn't tell whether 0 or 40,000 particles were removed.
Change:
Read the particle count from ParticleSystem::GetParticles() before calling clear() and included it in the output.
Issue:
Fixes #14