Clarify that 2D cell sizes are defined in pixels

See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021.

(cherry picked from commit f83249f224)
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Hugo Locurcio 2020-09-15 14:06:42 +02:00 committed by Rémi Verschelde
parent 06f3cd8bd8
commit 34a0af8343
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@ -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>