Clarify that 2D cell sizes are defined in pixels
See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021.
(cherry picked from commit f83249f224
)
This commit is contained in:
parent
06f3cd8bd8
commit
34a0af8343
|
@ -892,7 +892,7 @@
|
|||
Size of the hash table used for the broad-phase 2D hash grid algorithm.
|
||||
</member>
|
||||
<member name="physics/2d/cell_size" type="int" setter="" getter="" default="128">
|
||||
Cell size used for the broad-phase 2D hash grid algorithm.
|
||||
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
|
||||
</member>
|
||||
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
|
||||
The default angular damp in 2D.
|
||||
|
@ -1205,7 +1205,7 @@
|
|||
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
|
||||
</member>
|
||||
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
|
||||
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses.
|
||||
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
|
Loading…
Reference in New Issue