Godot version:
Godot_v3.0-rc1
OS/device including version:
Windows 7
Issue description:
The line thickness of CollisionPolygon2D is too thick compared to Polygon2D.

I love to create my projects in low resolution and with these thick lines I can't see anything and the accuracy is not readable anymore.

Is this about the thickness of the lines while editing the polygons?
Then we'd need to change/make configurable the 2 * EDSCALE inside AbstractPolygon2DEditor::forward_draw_over_viewport.
If you start drawing the polygon everything seams OK, but when the polygon is closed the line is drawn much too wide.
OK, I see, you're working in zoomed mode.
We're talking about this guy in CollisionPolygon2D::_notification:
draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 3);
which should be
draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 1);
for your use case.
The problem happens because line width 3 actually draws a polygon that gets scaled when in zoom in the editor, while line width 1 draws a line that is independent of editor zoom. I'm not sure what's a good general solution for this; probably we should change 3 to 1.
I also have the same problem in 3.0.
But It seems the actual collision shape becomes thick by the line.
This should be closed as it was fixed by #17114.
Most helpful comment
OK, I see, you're working in zoomed mode.
We're talking about this guy in
CollisionPolygon2D::_notification:draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 3);which should be
draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 1);for your use case.
The problem happens because line width 3 actually draws a polygon that gets scaled when in zoom in the editor, while line width 1 draws a line that is independent of editor zoom. I'm not sure what's a good general solution for this; probably we should change 3 to 1.