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-rw-r--r--doc/classes/DisplayServer.xml13
-rw-r--r--doc/classes/Label3D.xml10
-rw-r--r--doc/classes/NavigationRegion2D.xml8
-rw-r--r--doc/classes/NavigationRegion3D.xml6
-rw-r--r--doc/classes/SpriteBase3D.xml5
5 files changed, 42 insertions, 0 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index ede3a1e199..cec504584c 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -104,6 +104,19 @@
<description>
</description>
</method>
+ <method name="get_display_cutouts" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_display_safe_area].
+ [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.
+ </description>
+ </method>
+ <method name="get_display_safe_area" qualifiers="const">
+ <return type="Rect2i" />
+ <description>
+ Returns the unobscured area of the display where interactive controls should be rendered. See also [method get_display_cutouts].
+ </description>
+ </method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index fbb53715c4..1bd52ab2dc 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -98,12 +98,22 @@
<member name="outline_modulate" type="Color" setter="set_outline_modulate" getter="get_outline_modulate" default="Color(0, 0, 0, 1)">
The tint of [Font]'s outline.
</member>
+ <member name="outline_render_priority" type="int" setter="set_outline_render_priority" getter="get_outline_render_priority" default="-1">
+ Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
Text outline size.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the label to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
</member>
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index b1165174a2..5cd2e035b6 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -10,6 +10,14 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
+ </description>
+ </method>
+ </methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion2D] is enabled or disabled.
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index e007633a1e..b27410ed74 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -16,6 +16,12 @@
Bakes the [NavigationMesh]. The baking is done in a separate thread because navigation baking is not a cheap operation. This can be done at runtime. When it is completed, it automatically sets the new [NavigationMesh].
</description>
</method>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer3D]. Combined with [method NavigationServer3D.map_get_closest_point_owner] can be used to identify the [NavigationRegion3D] closest to a point on the merged navigation map.
+ </description>
+ </method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 9733fa3a26..41b02b6dc9 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -75,6 +75,11 @@
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the sprite to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
</member>