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Copy file name to clipboardExpand all lines: classes/class_canvasitem.rst
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@@ -1494,7 +1494,7 @@ Returns ``true`` if the node is present in the :ref:`SceneTree<class_SceneTree>`
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Visibility is checked only in parent nodes that inherit from **CanvasItem**, :ref:`CanvasLayer<class_CanvasLayer>`, and :ref:`Window<class_Window>`. If the parent is of any other type (such as :ref:`Node<class_Node>`, :ref:`AnimationPlayer<class_AnimationPlayer>`, or :ref:`Node3D<class_Node3D>`), it is assumed to be visible.
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\ **Note:** This method does not take :ref:`visibility_layer<class_CanvasItem_property_visibility_layer>` into account, so even if this method returns ``true`` the node might end up not being rendered.
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\ **Note:** This method does not take :ref:`visibility_layer<class_CanvasItem_property_visibility_layer>` into account, so even if this method returns ``true``, the node might end up not being rendered.
:ref:`TextServer<class_TextServer>` RID of the font used to render glyph, this value can be used with ``TextServer.font_*`` methods to retrieve font information.
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\ **Note:** Read-only. Setting this property won't affect drawing.
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.. rst-class:: classref-item-separator
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Glyph index specific to the :ref:`font<class_CharFXTransform_property_font>`. If you want to replace this glyph, use :ref:`TextServer.font_get_glyph_index<class_TextServer_method_font_get_glyph_index>` with :ref:`font<class_CharFXTransform_property_font>` to get a new glyph index for a single character.
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.. rst-class:: classref-item-separator
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The character offset of the glyph, relative to the current :ref:`RichTextEffect<class_RichTextEffect>` custom block. Setting this property won't affect drawing.
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The character offset of the glyph, relative to the current :ref:`RichTextEffect<class_RichTextEffect>` custom block.
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\ **Note:** Read-only. Setting this property won't affect drawing.
The path to the directory containing the Blender executable used for converting the Blender 3D scene files ``.blend`` to glTF 2.0 format during import. Blender 3.0 or later is required.
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The path to the Blender executable used for converting the Blender 3D scene files ``.blend`` to glTF 2.0 format during import. Blender 3.0 or later is required.
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To enable this feature for your specific project, use :ref:`ProjectSettings.filesystem/import/blender/enabled<class_ProjectSettings_property_filesystem/import/blender/enabled>`.
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If this setting is empty, Blender's default paths will be detected and used automatically if present in this order:
The visual layers to account for when updating the heightmap. Only :ref:`MeshInstance3D<class_MeshInstance3D>`\ s whose :ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>` match with this :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` will be included in the heightmap collision update. By default, all 20 user-visible layers are taken into account for updating the heightmap collision.
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\ **Note:** Since the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
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To adjust :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` more easily using a script, use :ref:`get_heightfield_mask_value<class_GPUParticlesCollisionHeightField3D_method_get_heightfield_mask_value>` and :ref:`set_heightfield_mask_value<class_GPUParticlesCollisionHeightField3D_method_set_heightfield_mask_value>`.
Returns ``true`` if the specified layer of the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` is enabled, given a ``layer_number`` between ``1`` and ``20``, inclusive.
Based on ``value``, enables or disables the specified layer in the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>`, given a ``layer_number`` between ``1`` and ``20``, inclusive.
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.. |virtual| replace:::abbr:`virtual(This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:::abbr:`const(This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:::abbr:`vararg(This method accepts any number of arguments after the ones described here.)`
Copy file name to clipboardExpand all lines: classes/class_javascriptbridge.rst
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Creates a reference to a :ref:`Callable<class_Callable>` that can be used as a callback by JavaScript. The reference must be kept until the callback happens, or it won't be called at all. See :ref:`JavaScriptObject<class_JavaScriptObject>` for usage.
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\ **Note:** The callback function must take exactly one :ref:`Array<class_Array>` argument, which is going to be the JavaScript `arguments object <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Functions/arguments>`__ converted to an array.
Copy file name to clipboardExpand all lines: classes/class_node3d.rst
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Returns ``true`` if the node is present in the :ref:`SceneTree<class_SceneTree>`, its :ref:`visible<class_Node3D_property_visible>` property is ``true`` and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.
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Visibility is checked only in parent nodes that inherit from **Node3D**. If the parent is of any other type (such as :ref:`Node<class_Node>`, :ref:`AnimationPlayer<class_AnimationPlayer>`, or :ref:`Node2D<class_Node2D>`), it is assumed to be visible.
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\ **Note:** This method does not take :ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>` into account, so even if this method returns ``true``, the node might end up not being rendered.
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