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I noticed this is labeled "discussion", so I'll chime in.
"One_shot" is useful for limited emissions you want to trigger at a certain time. You may want to queue_free() upon completion, or trigger another emission but only if one isn't currently occurring.
Without "one_shot" setting emitting to false upon completion of the emission cycle, and no "emission_finished()" signal, we can't tell if a one-shot emission has ended.
it does, but it's not visualized in the editor. It's kind of a hassle if you want to animate it.
I will prefer we wait until 3.1 when the property editor is reworked to fix this properly, so kicking
I'm not sure if this is intended or a bug.
As the title says, when using Particles2D.one_shot=true the emission gets stopped (visually), but the emitting bool stays true.
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