From c197e1136393c713d0ac0c0a782bfe031593b025 Mon Sep 17 00:00:00 2001 From: Haoyu Qiu Date: Sun, 12 Jun 2022 11:10:16 +0800 Subject: [PATCH] Remove extra codeblock tag from ProximityGroup classref --- doc/classes/ProximityGroup.xml | 1 - 1 file changed, 1 deletion(-) diff --git a/doc/classes/ProximityGroup.xml b/doc/classes/ProximityGroup.xml index 1b525620b9d..6573b75badb 100644 --- a/doc/classes/ProximityGroup.xml +++ b/doc/classes/ProximityGroup.xml @@ -25,7 +25,6 @@ - The larger the grid radius, the more coordinates and the more [SceneTree] groups are created. This can have a performance impact if too many groups are created. - If the [ProximityGroup] node is transformed in any way (or is removed from the scene tree), the groupings will have to be recalculated. This can also have a performance impact. - If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, small grid radius values may lead to unwanted groupings. - [/codeblock] [b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more effective and faster [VisibilityNotifier] functionality. For most use cases, [method Vector3.distance_to] or [method Vector3.distance_squared_to] are fast enough too, especially if you call them less often using a [Timer] node.