Several behaviors have changed in version 2.0.0 Beta

Hello. After introducing version 2.0.0 Beta, the following three behaviors have changed compared to previous versions.
I cannot determine if these are bugs, but I would appreciate it if you could check them.

Note: I’m not sure if this is related, but I have been checking within Godot mode.

■ GPUParticles2D Inspector
When particles that do not have the “Single Shot” setting enabled are generated with “Persistent Display Time” turned ON, they seem to continue existing even after the source object has disappeared.
Items that normally have a sparkling effect attached to them now appear to continue emitting that effect in place even after the item has been acquired.

■ MoveAndJumpSettings Inspector
It seems that the “Left/Right Acceleration” and “Up/Down Acceleration” values are no longer being applied when the “Accelerated Movement” option for the control character is turned ON.
I can no longer feel a difference whether I set the value to 10 or 1000. It feels as though it is always set to the default value of around 100.
I also noticed no change when I set “Left/Right Acceleration” to 0.

I am using an analog stick to control the character’s movement.

■ BulletsSettings Inspector
Even when I set the “Spread Fire Range” angle to 180 or 360 degrees and fire 8 bullets simultaneously, the bullets now only fly left and right.
Previously, the bullets were fired radially at equal intervals.

Thank you for the report we will investigate these issues!

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Sorry for the inconvenience! Thank you very much!

The first one is the new specification.
Previously, if the source object disappeared, it would vanish as well, which required additional processing to delay its disappearance. To prevent this, we made it so it doesn’t disappear (the same applies to effects).

I’ll check the rest.

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It feels like the “lateral acceleration” and “vertical acceleration” values are no longer being applied when the “accelerated movement” setting is ON for the control character.

Regarding this, we introduced a new parameter called “airborne acceleration” in version 2.0. This was added to allow different acceleration values for ground and air movement, with a default value of 100.

I suspect the character might be incorrectly being classified as airborne. If the character is on the ground but being treated as airborne, that would be a bug, so please let us know.

When I set the “launch range” to 180 or 360 degrees to fire eight bullets simultaneously, the bullets now only fly left and right.

I couldn’t reproduce this issue on my end. Could it be that the vertical movement speed of the bullets has become 0? Or are you using bounce for template movement?

I don’t think we’ve changed the normal bullet behavior, but when using bounce for template movement, we modified the angle processing specifically for bounce movement to correctly handle reflection angles. This might be the cause.

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Thank you for your confirmation and response!

As noted below, all three issues have been successfully resolved!

■ Regarding particles with “Persistent Display Time”

I understand that there was a specification change in version 2.0.0 Beta. I added an action to delete the relevant particles just before the source object is destroyed, allowing me to achieve a visual appearance nearly identical to the previous version.

■ Regarding Accelerated Movement

I confirmed that “Air Left/Right Acceleration” and “Air Left/Right Deceleration” have been added. Since the controlled character is always an object in the air, adjusting the value for “Air Left/Right Acceleration” allows for movement speeds closer to the previous controls.

■ Regarding projectiles with the “Wider Firing Range” setting

Upon checking, I found that the problematic projectiles, like the controlled character, were set to use accelerated movement. By setting “Air Left/Right Acceleration” for the projectiles, they are now fired at the same angles as before.