Expose the cell_size affecting VisibilityNotifier2D precision
Refs: #4803
(cherry picked from commit d49ff7aff7
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4 changed files with 6 additions and 3 deletions
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@ -1164,6 +1164,9 @@
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<member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
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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.
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</member>
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<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
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Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses.
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</member>
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</members>
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<constants>
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</constants>
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself.
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[b]Note:[/b] VisibilityEnabler2D uses an approximate heuristic for performance reasons. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
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[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
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[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization.
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</description>
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<tutorials>
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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The VisibilityNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport.
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[b]Note:[/b] VisibilityNotifier2D uses an approximate heuristic for performance reasons. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
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[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
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</description>
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<tutorials>
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</tutorials>
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@ -314,7 +314,7 @@ struct SpatialIndexer2D {
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pass = 0;
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changed = false;
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cell_size = 100; //should be configurable with GLOBAL_DEF("") i guess
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cell_size = GLOBAL_DEF("world/2d/cell_size", 100);
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}
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};
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