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Fixed bug with inaccurate rendering/processing
Previously either inactive or random stray bullets would get rendered or skip processing for a frame or become doubly processed. This has now been fixed.
···226226 if (!IsActive)
227227 return;
228228 Type.Return(this);
229229+ DestroyImpl();
230230+ }
231231+232232+ /// <summary>
233233+ /// What actually destroys
234234+ /// Note that this does not return the Danmaku to the pool.
235235+ /// This is used for
236236+ /// </summary>
237237+ internal void DestroyImpl()
238238+ {
229239 if (OnDestroy != null)
230240 OnDestroy(this);
231241