diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-06-29 12:12:11 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-06-29 12:12:48 +0200 |
commit | 26dd4746a1a979132ef81c4674d3ea558a77710a (patch) | |
tree | d74d1db08e1e0de8bdb436fe5b3420d9e2b743db | |
parent | 5235ce43790029c64b74e296f50bcf8e7c7e55ff (diff) |
i18n: Sync classref translations with Weblate
(cherry picked from commit c93ccb5d1da8f4a01646b6f29a5ad0e87381b027)
40 files changed, 16639 insertions, 7881 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 8354193353..dcfbccb71c 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -545,7 +545,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1258,7 +1258,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28458,7 +28458,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31083,7 +31083,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34834,12 +34845,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/MeshInstance.xml msgid "" @@ -34875,7 +34892,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35674,6 +35694,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35720,6 +35743,9 @@ msgstr "يُرجع جيب المَعلم." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35763,6 +35789,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35782,6 +35811,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35917,11 +35949,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36037,6 +36105,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "يُرجع جيب المَعلم." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "يُرجع جيب المَعلم." @@ -36249,20 +36334,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36479,6 +36584,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36649,7 +36764,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38531,13 +38654,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38549,7 +38678,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38559,15 +38691,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40279,6 +40417,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45801,7 +45943,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49377,20 +49530,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49398,19 +49559,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49442,14 +49612,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54140,24 +54318,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54166,8 +54343,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54175,16 +54353,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54196,7 +54374,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54226,21 +54404,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54276,11 +54457,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54320,16 +54500,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54391,10 +54570,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54448,8 +54627,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54480,16 +54659,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54497,7 +54675,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58467,11 +58645,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63353,7 +63531,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 234b5cd60c..8576fd5bf3 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -507,7 +507,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1214,7 +1214,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28377,7 +28377,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30999,7 +30999,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34746,11 +34757,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34787,7 +34803,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35579,6 +35598,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35624,6 +35646,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35667,6 +35692,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35686,6 +35714,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35815,11 +35846,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35929,6 +35996,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36135,20 +36219,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36362,6 +36466,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36531,7 +36645,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38406,13 +38528,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38424,7 +38552,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38434,15 +38565,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40149,6 +40286,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45649,7 +45790,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49222,20 +49374,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49243,19 +49403,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49287,14 +49456,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53983,24 +54160,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54009,8 +54185,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54018,16 +54195,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54039,7 +54216,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54069,21 +54246,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54119,11 +54299,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54163,16 +54342,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54234,10 +54412,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54291,8 +54469,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54323,16 +54501,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54340,7 +54517,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58308,11 +58485,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63183,7 +63360,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 72d9388f80..dba0a87744 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -387,7 +387,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1094,7 +1094,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28254,7 +28254,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30876,7 +30876,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34623,11 +34634,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34664,7 +34680,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35456,6 +35475,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35501,6 +35523,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35544,6 +35569,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35563,6 +35591,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35692,11 +35723,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35806,6 +35873,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36012,20 +36096,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36239,6 +36343,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36408,7 +36522,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38283,13 +38405,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38301,7 +38429,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38311,15 +38442,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40026,6 +40163,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45526,7 +45667,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49099,20 +49251,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49120,19 +49280,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49164,14 +49333,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53860,24 +54037,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53886,8 +54062,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53895,16 +54072,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53916,7 +54093,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53946,21 +54123,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -53996,11 +54176,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54040,16 +54219,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54111,10 +54289,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54168,8 +54346,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54200,16 +54378,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54217,7 +54394,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58185,11 +58362,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63060,7 +63237,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 4b60e4d7c4..e6d0fc8c49 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -542,7 +542,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1574,7 +1574,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28847,7 +28847,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31473,7 +31473,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35229,12 +35240,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Vrátí zbytek po dělení dvou vektorů." #: doc/classes/MeshInstance.xml msgid "" @@ -35270,7 +35287,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36070,6 +36090,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36116,6 +36139,9 @@ msgstr "Vrátí sinus parametru." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36159,6 +36185,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36178,6 +36207,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36314,11 +36346,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36434,6 +36502,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." @@ -36648,20 +36733,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36881,6 +36986,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37051,7 +37166,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38933,13 +39056,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38951,7 +39080,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38961,15 +39093,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40685,6 +40823,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46218,7 +46360,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49795,20 +49948,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49816,19 +49977,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49860,14 +50030,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54566,24 +54744,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54592,8 +54769,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54601,16 +54779,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54622,7 +54800,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54652,21 +54830,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54702,11 +54883,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54746,16 +54926,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54817,10 +54996,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54874,8 +55053,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54906,16 +55085,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54923,7 +55101,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58901,11 +59079,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63819,7 +63997,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/de.po b/doc/translations/de.po index 640725bd9a..14a4d14da6 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -47,12 +47,13 @@ # Andreas <self@andreasbresser.de>, 2022. # Christian Packenius <christian@packenius.com>, 2022. # Hannes Petersen <01zustrom.baklava@icloud.com>, 2022. +# Hans Peter <figefi6308@runqx.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-13 19:27+0000\n" -"Last-Translator: Hannes Petersen <01zustrom.baklava@icloud.com>\n" +"PO-Revision-Date: 2022-06-22 23:17+0000\n" +"Last-Translator: Hans Peter <figefi6308@runqx.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/de/>\n" "Language: de\n" @@ -60,7 +61,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -606,7 +607,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1774,7 +1775,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -30628,7 +30629,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -33267,7 +33268,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34560,6 +34572,8 @@ msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" +"Zeigt einfachen Text in einer Zeile oder in einem Rechteck an. Verwenden Sie " +"für formatierten Text [RichTextLabel]." #: doc/classes/Label.xml msgid "" @@ -34576,6 +34590,19 @@ msgid "" "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" +"Label zeigt einfachen Text auf dem Bildschirm an. Sie können die horizontale " +"und vertikale Ausrichtung steuern und den Text innerhalb des " +"Begrenzungsrahmens des Nodes umbrechen. Fett, kursiv oder andere " +"Formatierungen werden nicht unterstützt. Verwenden Sie stattdessen " +"[RichTextLabel] für diesen Zweck.\n" +"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen [Steuerelementen] ist " +"Labels [member Control.mouse_filter] standardmäßig auf [constant Control." +"MOUSE_FILTER_IGNORE] eingestellt (d.h. es reagiert nicht auf Mauseingaben). " +"Das bedeutet, dass ein Label keinen konfigurierten [member Control." +"hint_tooltip] anzeigt, solange Sie seinen Mausfilter nicht ändern.\n" +"[b]Hinweis:[/b] Unicode-Zeichen nach [code]0xffff[/code] (wie die meisten " +"Emoji) werden [i]nicht[/i] von Windows unterstützt. Sie werden stattdessen " +"als unbekannte Zeichen angezeigt. Dies wird in Godot 4.0 behoben." #: doc/classes/Label.xml msgid "Returns the amount of lines of text the Label has." @@ -34602,6 +34629,9 @@ msgid "" "Controls the text's horizontal align. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum Align] constants." msgstr "" +"Steuert die horizontale Ausrichtung des Textes. Unterstützt links, " +"zentriert, rechts und füllen oder ausrichten. Setzen Sie ihn auf eine der " +"[enum Align] Konstanten." #: doc/classes/Label.xml msgid "" @@ -34609,12 +34639,19 @@ msgid "" "If you resize the node, it will change its height automatically to show all " "the text." msgstr "" +"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des " +"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der " +"Text nicht in eine Zeile passt). Sollte der Text nicht in das " +"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck " +"automatisch in der Höhe angepasst." #: doc/classes/Label.xml msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" +"Wenn [code]An[/code], zeigt das Label nur den Text, der in sein " +"Begrenzungsrechteck passt an und schneidet den restlichen Text ab." #: doc/classes/Label.xml msgid "" @@ -34624,7 +34661,7 @@ msgstr "" #: doc/classes/Label.xml msgid "Limits the lines of text the node shows on screen." -msgstr "" +msgstr "Begrenzt die Textzeilen, die das Node auf dem Bildschirm anzeigt." #: doc/classes/Label.xml msgid "" @@ -34632,24 +34669,32 @@ msgid "" "code] to 0.5, only up to half of the text's characters will display on " "screen. Useful to animate the text in a dialog box." msgstr "" +"Begrenzt die Anzahl der sichtbaren Zeichen. Wenn Sie [code]percent_visible[/" +"code] auf 0,5 setzen, wird nur der halbe Text auf dem Bildschirm angezeigt. " +"Nützlich, um den Text in einem Dialogfeld zu animieren." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." -msgstr "" +msgstr "Der Text, der auf dem Bildschirm angezeigt werden soll." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" +"Wenn [code]An[/code] , wird der gesamte Text in GROSSBUCHSTABEN angezeigt." #: doc/classes/Label.xml msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" +"Steuert die vertikale Ausrichtung des Textes. Unterstützt oben, mitte, unten " +"und füllen. Setzen Sie ihn auf eine der [enum VAlign] Konstanten." #: doc/classes/Label.xml msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" +"Begrenzt die Anzahl der anzuzeigenden Zeichen. Zum Deaktivieren auf -1 " +"setzen." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." @@ -37043,12 +37088,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück." #: doc/classes/MeshInstance.xml msgid "" @@ -37084,7 +37135,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -37884,6 +37938,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -37930,6 +37987,9 @@ msgstr "Gibt die Anzahl der Spuren in der Animation zurück." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -37974,6 +38034,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -37993,6 +38056,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -38137,11 +38203,47 @@ msgid "Destroys the given RID." msgstr "Gibt den gegebenen Übergang zurück." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -38264,6 +38366,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])." @@ -38484,21 +38603,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "Der Name des Audiobusses des Bereichs." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -38719,6 +38857,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." @@ -38895,7 +39043,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -40787,13 +40943,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -40805,7 +40967,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -40815,15 +40980,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -42542,6 +42713,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -48152,7 +48327,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -51747,20 +51933,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51768,19 +51962,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51812,14 +52015,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -56573,24 +56784,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -56599,8 +56809,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -56608,16 +56819,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -56629,7 +56840,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56659,21 +56870,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -56709,11 +56923,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56753,16 +56966,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56824,10 +57036,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -56881,8 +57093,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -56913,16 +57125,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -56930,7 +57141,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -60960,11 +61171,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -65929,7 +66140,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/el.po b/doc/translations/el.po index e19557ebb4..782205fcfa 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -402,7 +402,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1109,7 +1109,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28303,7 +28303,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30928,7 +30928,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34679,12 +34690,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/MeshInstance.xml msgid "" @@ -34720,7 +34737,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35513,6 +35533,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35559,6 +35582,9 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35602,6 +35628,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35621,6 +35650,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35756,11 +35788,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35876,6 +35944,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." @@ -36088,20 +36173,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36318,6 +36423,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36488,7 +36603,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38370,13 +38493,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38388,7 +38517,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38398,15 +38530,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40118,6 +40256,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45627,7 +45769,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49203,20 +49356,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49224,19 +49385,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49268,14 +49438,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53966,24 +54144,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53992,8 +54169,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54001,16 +54179,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54022,7 +54200,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54052,21 +54230,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54102,11 +54283,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54146,16 +54326,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54217,10 +54396,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54274,8 +54453,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54306,16 +54485,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54323,7 +54501,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58293,11 +58471,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63179,7 +63357,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/es.po b/doc/translations/es.po index 4c4982ad59..242710fe39 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -599,7 +599,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1749,7 +1749,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -37418,7 +37418,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -40959,7 +40959,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" "Este control proporciona una lista seleccionable de elementos que pueden " "estar en una sola (o varias columnas) con opción de texto, iconos o ambos. " @@ -45877,14 +45888,17 @@ msgstr "" "material de anulación." #: doc/classes/MeshInstance.xml -#, fuzzy -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" -"Devuelve el [Material] sobreescrito para la superficie especificada del " -"recurso [Mesh]." #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +#, fuzzy +msgid "Returns the number of surface override materials." msgstr "Devuelve el número de materiales de la superficie." #: doc/classes/MeshInstance.xml @@ -45921,11 +45935,11 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -#, fuzzy -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" -"Devuelve el [Material] sobreescrito para la superficie especificada del " -"recurso [Mesh]." #: doc/classes/MeshInstance.xml msgid "The [Mesh] resource for the instance." @@ -46972,6 +46986,9 @@ msgstr "Nodo de navegación y busqueda de caminos basado en una malla." #: doc/classes/Navigation.xml #, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -47030,6 +47047,9 @@ msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/Navigation.xml #, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -47082,6 +47102,9 @@ msgstr "Navegación 2D y nodo de búsqueda de caminos." #: doc/classes/Navigation2D.xml #, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -47105,6 +47128,9 @@ msgstr "" #: doc/classes/Navigation2D.xml #, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -47252,12 +47278,48 @@ msgid "Destroys the given RID." msgstr "Quita la identificación del tile dado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Create a new map." msgstr "Crea un [Area2D]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -47387,6 +47449,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -47611,21 +47690,40 @@ msgstr "La instancia no tiene un tipo." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "El radio del cilindro." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -47862,6 +47960,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Si [code]true[/code], se activan las pulsaciones de paso." @@ -48045,7 +48153,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -50740,13 +50856,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -50758,28 +50880,39 @@ msgid "Emitted when the node is renamed." msgstr "Emitido cuando el nodo es renombrado." #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." -msgstr "Emitido cuando el nodo entra en el árbol." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." +msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." msgstr "Emitido después de que el nodo sale del árbol y ya no está activo." #: doc/classes/Node.xml +#, fuzzy msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" "Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. " "Este es el lugar adecuado para la des-inicialización (o un \"destructor\", " "si se quiere)." #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." -msgstr "Notificación recibida cuando el nodo entra en un [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." +msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +#, fuzzy +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" "Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]." @@ -53118,6 +53251,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" "Devuelve los argumentos de la línea de mando pasados al motor.\n" @@ -60447,10 +60584,19 @@ msgstr "El PopupMenu muestra una lista de opciones." #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" -"[PopupMenu] es un [Control] que muestra una lista de opciones. Son populares " -"en las barras de herramientas o en los menús contextuales." #: doc/classes/PopupMenu.xml msgid "" @@ -64918,20 +65064,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -64939,19 +65093,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -64983,14 +65146,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -71099,24 +71270,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -71125,8 +71295,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -71134,16 +71305,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -71155,7 +71326,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -71185,21 +71356,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -71235,11 +71409,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -71279,16 +71452,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -71350,10 +71522,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -71407,8 +71579,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -71439,16 +71611,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -71456,7 +71627,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -76497,11 +76668,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" "Devuelve [code]true[/code] si esta string es un identificador válido. Un " @@ -82666,6 +82837,7 @@ msgid "Control to show a tree of items." msgstr "Control para mostrar un árbol de objetos." #: doc/classes/Tree.xml +#, fuzzy msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " @@ -82687,7 +82859,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" "Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y " "colapsados. El árbol puede tener múltiples columnas con controles " diff --git a/doc/translations/fa.po b/doc/translations/fa.po index ee4b608fbd..a8972b49a5 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -15,12 +15,13 @@ # ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021. # Seyed Fazel Alavi <fazel8195@gmail.com>, 2022. # Giga hertz <gigahertzyt@gmail.com>, 2022. +# ilia khormali <iliakhormaly1384@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-04-03 08:11+0000\n" -"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n" +"PO-Revision-Date: 2022-06-21 15:55+0000\n" +"Last-Translator: ilia khormali <iliakhormaly1384@gmail.com>\n" "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fa/>\n" "Language: fa\n" @@ -28,7 +29,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -106,6 +107,7 @@ msgstr "" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" +"این روش معمولا نیازمند است توسط خود فرد نوشته شود تا بتواند تاثییری بگذارد." #: doc/tools/make_rst.py msgid "" @@ -548,7 +550,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1527,7 +1529,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28696,7 +28698,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31318,7 +31320,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35065,11 +35078,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -35106,7 +35124,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35904,6 +35925,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35949,6 +35973,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35992,6 +36019,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36011,6 +36041,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36140,11 +36173,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36254,6 +36323,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36460,20 +36546,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36687,6 +36793,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36856,7 +36972,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38731,13 +38855,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38749,7 +38879,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38759,15 +38892,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40474,6 +40613,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45986,7 +46129,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49559,20 +49713,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49580,19 +49742,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49624,14 +49795,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54324,24 +54503,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54350,8 +54528,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54359,16 +54538,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54380,7 +54559,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54410,21 +54589,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54460,11 +54642,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54504,16 +54685,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54575,10 +54755,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54632,8 +54812,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54664,16 +54844,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54681,7 +54860,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58649,11 +58828,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63524,7 +63703,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 108f9f7780..9c41935f5e 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -469,7 +469,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1176,7 +1176,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28386,7 +28386,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31011,7 +31011,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34763,12 +34774,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/MeshInstance.xml msgid "" @@ -34804,7 +34821,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35597,6 +35617,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35643,6 +35666,9 @@ msgstr "Palauttaa parametrin sinin." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35686,6 +35712,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35705,6 +35734,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35840,11 +35872,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35960,6 +36028,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Laskee kahden vektorin ristitulon." @@ -36173,20 +36258,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36403,6 +36508,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36573,7 +36688,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38455,13 +38578,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38473,7 +38602,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38483,15 +38615,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40203,6 +40341,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45712,7 +45854,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49288,20 +49441,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49309,19 +49470,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49353,14 +49523,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54051,24 +54229,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54077,8 +54254,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54086,16 +54264,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54107,7 +54285,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54137,21 +54315,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54187,11 +54368,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54231,16 +54411,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54302,10 +54481,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54359,8 +54538,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54391,16 +54570,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54408,7 +54586,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58380,11 +58558,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63269,7 +63447,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/fil.po b/doc/translations/fil.po index d34766797c..1ae1d0b02b 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -403,7 +403,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1110,7 +1110,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28273,7 +28273,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30895,7 +30895,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34642,11 +34653,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34683,7 +34699,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35475,6 +35494,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35520,6 +35542,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35563,6 +35588,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35582,6 +35610,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35711,11 +35742,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35825,6 +35892,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36031,20 +36115,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36258,6 +36362,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36427,7 +36541,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38302,13 +38424,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38320,7 +38448,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38330,15 +38461,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40045,6 +40182,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45545,7 +45686,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49118,20 +49270,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49139,19 +49299,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49183,14 +49352,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53879,24 +54056,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53905,8 +54081,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53914,16 +54091,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53935,7 +54112,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53965,21 +54142,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54015,11 +54195,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54059,16 +54238,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54130,10 +54308,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54187,8 +54365,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54219,16 +54397,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54236,7 +54413,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58204,11 +58381,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63079,7 +63256,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 98f4921109..2dcac4940b 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -61,7 +61,7 @@ msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-06-19 11:54+0000\n" +"PO-Revision-Date: 2022-06-28 04:52+0000\n" "Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" @@ -608,6 +608,7 @@ msgstr "" "nouveau en une instance. Utile pour la désérialisation." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -622,7 +623,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -984,6 +985,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " @@ -1807,6 +1809,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " @@ -1827,7 +1830,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -2079,9 +2082,9 @@ msgid "" "[code]true[/code] encoding objects is allowed (and can potentially include " "code)." msgstr "" -"Encode la valeur d'une variable en un tableau d'octets ([i]byte array[/i]). " -"Lorsque [code]full_objects[/code] a la valeur [code]true[/code], l'encodage " -"d'objets est autorisé (et peut potentiellement inclure du code)." +"Encode la valeur d'une variable en un tableau d'octets. Lorsque " +"[code]full_objects[/code] a la valeur [code]true[/code], l'encodage d'objets " +"est autorisé (et peut potentiellement inclure du code)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -3986,9 +3989,8 @@ msgid "Gamepad right analog trigger." msgstr "Gâchette analogique droite de la manette." #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "VR Controller analog trigger." -msgstr "Axe du déclencheur gauche du contrôleur de jeu." +msgstr "Gâchette analogique de la manette VR." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -4016,7 +4018,7 @@ msgid "" "MIDI note OFF message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" -"Le message MIDI pour la note OFF. Référez vous à la documentation de " +"Le message OFF pour la note MIDI. Référez vous à la documentation de " "[InputEventMIDI] pour avoir des informations concernant les entrées MIDI." #: doc/classes/@GlobalScope.xml @@ -4040,18 +4042,17 @@ msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" -"Le message MIDI de changement de contrôle. Ce message est envoyé lorsqu'un " +"Le message de changement de contrôle MIDI. Ce message est envoyé lorsqu'un " "contrôleur change de valeur. Les contrôleurs comprennent des dispositifs " "comme des pédales, des leviers." #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "" -"Le message de changement de programme MIDI. Ce message est envoyé lorsque " -"l'on reçoit une consigne de changement de programme." +"Le message de changement de programme MIDI. Ce message est envoyé lorsque le " +"nombre du patch du programme est changée." #: doc/classes/@GlobalScope.xml msgid "" @@ -4065,6 +4066,8 @@ msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" +"Le message de la hauteur MIDI. Ce message est envoyé pour indiquer un " +"changement dans le plieur de hauteur (généralement une roue ou un levier)." #: doc/classes/@GlobalScope.xml msgid "" @@ -5203,6 +5206,7 @@ msgstr "" "entrée, le dialogue sera accepté." #: doc/classes/AcceptDialog.xml +#, fuzzy msgid "" "Removes the [code]button[/code] from the dialog. Does NOT free the " "[code]button[/code]. The [code]button[/code] must be a [Button] added with " @@ -5211,7 +5215,7 @@ msgid "" "custom_action] signal or cancel this dialog." msgstr "" "Enlever le [code]bouton[/code] de la boite de la boîte de dialogue. Ne " -"libère pas le bouton. Le bouton dois être un [Button] ajouté avec la méthode " +"libère PAS le bouton. Le bouton dois être un [Button] ajouté avec la méthode " "[method add_button] ou [method add_cancel] ." #: doc/classes/AcceptDialog.xml @@ -6580,7 +6584,7 @@ msgstr "" "- L'animation à mélanger quand la valeur est dans la plage [code][-1.0, 0.0]" "[/code].\n" "- L'animation à mélanger quand la valeur est dans la plage [code][0.0, 1.0][/" -"code]." +"code]" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml @@ -7950,15 +7954,15 @@ msgid "" "_physics_process])." msgstr "" "Les animations progresseront pendant les trames physiques (dans [méthode " -"Node._physics_process)]" +"Node._physics_process)]." #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" -"Les animations progresseront pendant les trames d'inactivité (dans [méthode " -"Node._process)]" +"Les animations progresseront pendant les trames d'inactivité (dans [method " +"Node._process])." #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." @@ -8724,6 +8728,20 @@ msgid "" "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" +"Émis quand une des [Shape] d'un [PhysicsBody] ou [GridMap] entre dans une " +"des [Shape] de cette Area. Nécessite [member monitoring] d'être à " +"[code]true[/code]. Les [GridMap] sont détectées si le [MeshLibrary] à une " +"[Shape] de Collision.\n" +"[code]body_rid[/code] le [RID] du [CollisionObject] du [PhysicsBody] ou du " +"[MeshLibrary] utilisé par le [PhysicsServer].\n" +"[code]body[/code] le [Node], s'il existe dans l'arborescence, du " +"[PhysicsBody] ou [GridMap].\n" +"[code]body_shape_index[/code] l'index de la [Shape] du [PhysicsBody] ou " +"[GridMap] utilisé par le [PhysicsServer]. Obtenez le nœud [CollisionShape] " +"avec [code]body.shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] l'index de la [Shape] de cette Area utilisée " +"par le [PhysicsServer]. Obtenez le nœud [CollisionShape] nœud avec " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "This area does not affect gravity/damping." @@ -8941,6 +8959,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" +"Émis quand un [PhysicsBody2D] ou [TileMap] entre dans cette Area2D. " +"Nécessite [member monitoring] d'être [code]true[/code]. Les [TileMap] sont " +"détectés si le [TileSet] a une [Shape2D] de Collision.\n" +"[code]body[/code] le [Node], s'il existe dans l'arborescence, de l'autre " +"[PhysicsBody2D] ou [TileMap]." #: doc/classes/Area2D.xml msgid "" @@ -8950,6 +8973,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" +"Émis quand un [PhysicsBody2D] ou [TileMap] quitte dans cette Area2D. " +"Nécessite [member monitoring] d'être [code]true[/code]. Les [TileMap] sont " +"détectés si le [TileSet] a une [Shape2D] de Collision.\n" +"[code]body[/code] le [Node], s'il existe dans l'arborescence, de l'autre " +"[PhysicsBody2D] ou [TileMap]." #: doc/classes/Area2D.xml msgid "" @@ -11122,7 +11150,7 @@ msgstr "" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method estimate_cost] doit retourne la valeur minimale de la distance, soit " -"[code]_estimate_cost(u, v) <= compute_cost(u, v)[ /code]. Cela sert d'indice " +"[code]_estimate_cost(u, v) <= compute_cost(u, v)[/code]. Cela sert d'indice " "pour l'algorithme la méthode [code]_compute_cost[/code] peut être longue à " "calculer. Si ce n'est pas le cas, utilisez [method estimate_cost] pour " "retourner la même valeur que [method compute_cost] pour fournir à " @@ -11132,7 +11160,7 @@ msgstr "" "limite inférieure du coût du chemin, les chemins retournés par A* seront les " "chemins les moins coûteux. Ici, le coût d'un chemin correspond à la somme " "des résultats [méthode compute_cost] de tous les segments dans le chemin " -"multiplié par le [code]weight_scale[/code]s des paramètres de fin des " +"multiplié par le [code]weight_scale[/code] des paramètres de fin des " "segments respectifs. Si les méthodes par défaut sont utilisées et que le " "[code]weight_scale[/code] de tous les points est [code]1.0[/code], ça " "correspond à la somme des distances euclidiennes de tous les segments du " @@ -11838,6 +11866,11 @@ msgid "" "samples if available, or an empty [PoolVector2Array] if insufficient data " "was available." msgstr "" +"Retourne les prochains [code]frames[/code] d'échantillonnage audio de la " +"mémoire interne en anneau.\n" +"Retourne un [PoolVector2Array] contenant exactement [code]frames[/code] " +"échantillons audio si disponible, ou un [PoolVector2Array] vide s'il n'y a " +"pas assez de données disponibles." #: doc/classes/AudioEffectCapture.xml #, fuzzy @@ -12179,6 +12212,9 @@ msgid "" "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" +"Ajoute un effet audio d'égaliseur de 10 bandes à un bus audio. Vous donne le " +"contrôle des fréquences de 31 Hz à 16000 Hz.\n" +"Chaque fréquence peut être modulée entre -60/+24 dB." #: doc/classes/AudioEffectEQ10.xml msgid "" @@ -12214,6 +12250,9 @@ msgid "" "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" +"Ajoute un effet audio d'égaliseur de 21 bandes à un bus audio. Vous donne le " +"contrôle des fréquences de 22 Hz à 22000 Hz.\n" +"Chaque fréquence peut être modulée entre -60/+24 dB." #: doc/classes/AudioEffectEQ21.xml msgid "" @@ -12271,6 +12310,9 @@ msgid "" "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" +"Ajoute un effet audio d'égaliseur de 6 bandes à un bus audio. Vous donne le " +"contrôle des fréquences de 32 Hz à 10000 Hz.\n" +"Chaque fréquence peut être modulée entre -60/+24 dB." #: doc/classes/AudioEffectEQ6.xml msgid "" @@ -13394,9 +13436,9 @@ msgid "" msgstr "" "Décide dans quelle mesure [url=https://fr.wikipedia.org/wiki/" "Effet_Doppler]L'effet Doppler[/url] doit être calculé.\n" -"[b]Note :[/b] Ce n'est efficace que si la propriété actuelle [Camera] " -"enregistrée [member Camera.doppler_tracking] est définie à une valeur autre " -"que [constant Camera. DOPPLER_TRACKING_DISABLED]" +"[b]Note :[/b] Ce n'est actif que si la propriété [member Camera." +"doppler_tracking] de la [Camera] actuelle est définie à une valeur autre que " +"[constant Camera.DOPPLER_TRACKING_DISABLED]." #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches cameras undampened." @@ -13594,6 +13636,19 @@ msgid "" "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" +"Le taux d'échantillonnage pour mélanger ce son. Les valeurs plus élevées " +"nécessitent plus d'espace de stockage, mais proposent une meilleure " +"qualité.\n" +"Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], " +"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/" +"code], et [code]48000[/code].\n" +"D'après le [url=https://fr.wikipedia.org/wiki/" +"Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], " +"il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 " +"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 " +"000 Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que " +"les voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] " +"ou [code]22050[/code] peuvent être utilisables sans perte de qualité audible." #: doc/classes/AudioStreamSample.xml msgid "If [code]true[/code], audio is stereo." @@ -14269,8 +14324,8 @@ msgid "" "discarded. Don't use the epsilon argument, it does nothing." msgstr "" "Retourne [code]true[/code] si cette base et [code]b[/code] sont " -"approximativement égales, en appelant [method @GDScript.is_equal_approx] sur " -"chaque composantes.\n" +"approximativement égales, en appelant [code]is_equal_approx[/code] sur " +"chaque composant.\n" "[b]Note :[/b] Pour des raisons compliquées, l'argument epsilon est toujours " "ignoré. Ne l'utilisez pas, il ne sert à rien." @@ -15333,6 +15388,11 @@ msgid "" "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" +"Simulate [url=https://fr.wikipedia.org/wiki/Effet_Doppler]l'effet Doppler[/" +"url] en suivant la position des objets qui ont changé lors de " +"[code]_process[/code]. Les changements dans la vitesse relative de cette " +"caméra par rapport à ces objets affectent la façon dont l'audio est perçu " +"(changement de la hauteur [member AudioStreamPlayer3D.pitch_scale])." #: doc/classes/Camera.xml msgid "" @@ -15363,6 +15423,21 @@ msgid "" "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" +"Le nœud de la caméra pour les scènes 2D. Il force l'écran (le calque actuel) " +"à défiler en suivant ce nœud. Cela rend plus facile (et plus rapide) de " +"programmer des scènes qui défilent que de changer manuellement la position " +"des nœuds basés sur [CanvasItem].\n" +"Ce nœud est destiné à être une simple aide pour obtenir les objets qui vont " +"rapidement, mais plus de fonctionnalités peuvent être désirées pour changer " +"la façon dont la caméra se comporte. Pour faire votre propre nœud de caméra " +"personnalisé, héritez de [Node2D] et modifiez la transformation du canevas " +"en paramétrant [member Viewport.canvas_transform] dans [Viewport] (vous " +"pouvez obtenir le [Viewport] actuel en utilisant [method Node." +"get_viewport])\n" +"Notez que la [code]position[/code] de la [Camera2D] ne représente pas la " +"position réelle de l'écran, qui peut différer en raison de lissage ou de " +"limites appliqués. Vous pouvez utiliser [method get_camera_screen_center] " +"pour obtenir la position réelle." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" @@ -15382,6 +15457,7 @@ msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" +"Enlève toute caméra [Camera2D] du [Viewport] parent assigné en interne." #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." @@ -15875,7 +15951,7 @@ msgstr "" "parente a changé.\n" "[b]Note :[/b] Sauf exception, toutes les paramètres d'angle doivent être des " "spécifiés en [i]radians[/i]. Pour convertir des degrés en radians, utilisez " -"[méthod @GDScript.deg2rad]" +"[méthod @GDScript.deg2rad]." #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/Viewport.xml @@ -16034,6 +16110,7 @@ msgstr "" "avec anti-crénelage." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [code]width[/code] and " "segment-by-segment coloring. Colors assigned to line segments match by index " @@ -16394,6 +16471,12 @@ msgid "" "top-level. The [CanvasItem] will effectively act as if it was placed as a " "child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" +"Si [code]enable[/code] est [code]true[/code], ce [CanvasItem] n'héritera " +"[i]pas[/i] de sa transformation de son [CanvasItem] parent. Son ordre " +"d'affichage sera également modifié pour dessiner sur les autres [CanvasItem] " +"qui ne sont pas prioritaires. Le [CanvasItem] se comportera efficacement " +"comme s'il était placé comme un enfant d'un [Node] vide. Voir aussi [method " +"is_set_as_toplevel]." #: doc/classes/CanvasItem.xml msgid "" @@ -16401,12 +16484,17 @@ msgid "" "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " "changes." msgstr "" +"Si [code]enable[/code] est [code]true[/code], ce nœud recevra [constant " +"NOTIFICATION_LOCAL_TRANSFORM_CHANGED] lorsque sa transformation locale " +"changera." #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" +"Si [code]enable[/code] est [code]true[/code], ce nœud recevra [constant " +"NOTIFICATION_TRANSFORM_CHANGED] lorsque sa transformation globale changera." #: doc/classes/CanvasItem.xml msgid "" @@ -16426,7 +16514,7 @@ msgstr "" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" -"Les claques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]." +"Les calques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]." #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." @@ -16652,7 +16740,7 @@ msgstr "" #: doc/classes/CanvasLayer.xml msgid "Canvas layers" -msgstr "Claques du canevas" +msgstr "Calques du canevas" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." @@ -16934,6 +17022,15 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" +"Une case à cocher qui permet à l'utilisateur de faire un choix binaire " +"(pouvoir seulement choisir une des deux options). C'est similaire à un " +"[CheckButton] dans ses fonctionnalités, mais avec une apparence différente. " +"Pour suivre les recommendations d'interface établies, il est recommandé " +"d'utiliser une CheckBox lorsqu'il n'a [b]pas[/b] d'effet immédiat sur " +"quelque chose. Par exemple, quand le basculement sera effectif qu'une fois " +"un bouton de confirmation pressé.\n" +"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes " +"associées à ce nœud." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color." @@ -16950,6 +17047,9 @@ msgid "" "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" +"La couleur de la police du texte de la [CheckBox] quand elle a le focus. Ne " +"remplace que la couleur normale du texte de la case à cocher. Les états " +"désactivé, survolé et pressé sont prioritaires sur cette couleur." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered." @@ -17422,6 +17522,8 @@ msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" +"La marge de collision de la caméra. La caméra ne peut pas se rapprocher plus " +"d'un objet de collision que cette distance." #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." @@ -17454,6 +17556,8 @@ msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" +"Crée un nouveau propriétaire de forme pour l'objet donné. Retourne " +"[code]owner_id[/code] du nouveau propriétaire pour une prochaine référence." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" @@ -17662,7 +17766,7 @@ msgstr "" "CollisionObject2D peut avoir autant de propriétaires de forme qui " "nécessaire. Les propriétaires de forme ne sont pas des nœuds et ne " "apparaissent pas dans l'éditeur, mais sont accessibles par le code en " -"utilisant les méthodes [code]shape_owner[* /code].\n" +"utilisant les méthodes [code]shape_owner_*[/code].\n" "[b]Note :[/b] Seules les collisions entre des objets dans le même canevas " "(dans une même [Viewport] ou [CanvasLayer]) sont supportées. Le comportement " "des collisions entre des objets dans différents canevas est indéfini." @@ -17735,6 +17839,14 @@ msgid "" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" +"Le calque physique où est ce CollisionObject2D. Les objets de collision " +"peuvent exister dans un ou plusieurs des 32 calques différents. Voir aussi " +"[member collision_mask].\n" +"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'un des calques " +"que l'objet B scanne, ou si l'objet B est dans tous les calques que l'objet " +"A scanne. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]Calques et masques de Collision[/url] dans " +"la documentation pour plus d'informations." #: doc/classes/CollisionObject2D.xml msgid "" @@ -17746,6 +17858,14 @@ msgid "" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" +"Le calque physique que ce CollisionObject2D scanne. Les objets de collision " +"peuvent exister dans un ou plusieurs des 32 calques différents. Voir aussi " +"[member collision_mask].\n" +"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'une des calques " +"que l'objet B scanne, ou l'objet B est dans toutes les calques que l'objet A " +"scanne. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]Collision calques et masques[/url] dans la " +"documentation pour plus d'informations." #: doc/classes/CollisionObject2D.xml msgid "" @@ -17753,6 +17873,10 @@ msgid "" "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" +"Émis lorsqu'un événement d'entrée se produit. Nécessite [member " +"input_pickable] d'être à [code]true[/code] et au moins un des bits de " +"[code]collision_layer[/code] d'être définit. Voir [method input_event] pour " +"plus de détails." #: doc/classes/CollisionObject2D.xml msgid "" @@ -17760,6 +17884,9 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" +"Émis lorsque le curseur de la souris entre dans l'une de ces formes. " +"Nécessite [member input_pickable] d'être à [code]true[/code] et au moins un " +"des bits de [code]collision_layer[/code] d'être définit." #: doc/classes/CollisionObject2D.xml msgid "" @@ -17767,6 +17894,9 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" +"Émis lorsque le curseur de la souris sort de toutes les formes. Nécessite " +"[member input_pickable] d'être à [code]true[/code] et au moins un des bits " +"de [code]collision_layer[/code] d'être définit." #: doc/classes/CollisionPolygon.xml msgid "Editor-only class for defining a collision polygon in 3D space." @@ -17846,10 +17976,12 @@ msgid "" "first. The returned value is a clone of the [PoolVector2Array], not a " "reference." msgstr "" +"La liste des sommets du polygone. Le dernier point sera relié au premier. La " +"valeur retournée est un copie du [PoolVector2Array], et non une référence." #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will include the polygon and its contained area." -msgstr "" +msgstr "Les collisions comprendront ce polygone et sa zone englobante." #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will only include the polygon edges." @@ -17905,6 +18037,7 @@ msgstr "La forme réelle appartenant à cette forme de collision." #: doc/classes/CollisionShape2D.xml msgid "Node that represents collision shape data in 2D space." msgstr "" +"Le nœud qui représente les données de forme de collision dans l'espace 2D." #: doc/classes/CollisionShape2D.xml msgid "" @@ -18302,7 +18435,7 @@ msgstr "" "var color = Color(1, 1, 1, 0.5)\n" "var s1 = color.to_html() # Retourne \"7fffffff\"\n" "var s2 = color.to_html(false) # Retourne \"ffffff\"\n" -"/[codeblock]" +"[/codeblock]" #: doc/classes/Color.xml msgid "" @@ -19007,6 +19140,11 @@ msgid "" "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" +"Affiche un widget de sélection de couleurs. Utile pour sélectionner une " +"couleur dans un espace de couleur RGB/RGBA.\n" +"[b]Note :[/b] Ce contrôle est lui-même le widget de sélection de couleur. " +"Vous pouvez utiliser un [ColorPickerButton] en remplacement si vous avez " +"souhaitez un bouton qui affiche un [ColorPicker] dans une pop-up." #: doc/classes/ColorPicker.xml msgid "" @@ -19250,6 +19388,11 @@ msgid "" "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" "[/codeblock]" msgstr "" +"La couleur de remplissage.\n" +"[codeblock]\n" +"$ColorRect.color = Color(1, 0, 0, 1) # Définit la couleur du ColorRect à " +"rouge.\n" +"[/codeblock]" #: doc/classes/ConcavePolygonShape.xml msgid "Concave polygon shape." @@ -19581,6 +19724,11 @@ msgid "" "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" +"Enregistre le contenu de l'objet [ConfigFile] crypté par le fichier AES-256 " +"donné en paramètre, en utilisant le [code]key[/code] fourni pour le crypté. " +"Le fichier de sortie utilise une structure de type INI.\n" +"Retourne une des constantes de code [enum Error] ([code]OK[/code] sur le " +"succès)." #: doc/classes/ConfigFile.xml msgid "" @@ -19589,6 +19737,12 @@ msgid "" "encrypt it. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" +"Enregistre le contenu de l'objet [ConfigFile] crypté avec la clé AES-256 " +"donnée en paramètre, en utilisant le mot de passe [code]password[/code] " +"fourni pour le crypté. Le fichier de sortie utilise une structure de type " +"INI.\n" +"Retourne une des constantes de code [enum Error] ([code]OK[/code] sur le " +"succès)." #: doc/classes/ConfigFile.xml msgid "" @@ -19612,6 +19766,13 @@ msgid "" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." msgstr "" +"Le dialogue pour la confirmation des actions. Ce dialogue hérite de " +"[AcceptDialog], mais a par défaut un bouton OK et Annuler (dans l'ordre " +"définit par le système d'exploitation hôte).\n" +"Pour annuler l'action, vous pouvez utiliser:\n" +"[codeblock]\n" +"get_cancel().connect(\"pressed\", self, \"cancelled\")\n" +"[/codeblock]." #: doc/classes/ConfirmationDialog.xml msgid "" @@ -20080,6 +20241,17 @@ msgid "" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" +"Godot appelle cette méthode pour transmettre le résultat [code]data[/code] " +"d'un paramètre. Godot appelle d'abord [method can_drop_data] pour tester si " +"[code]data[/code] est autorisé à recevoir à [code]position[/code] où " +"[code]position[/code] est local à ce contrôle.\n" +"[codeblock]\n" +"func can_drop_data(position, data):\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" +"\n" +"func drop_data(position, data):\n" +" color = data[\"color\"]\n" +"/[codeblock]" #: doc/classes/Control.xml msgid "" @@ -20111,6 +20283,10 @@ msgid "" "Margin] enum. A getter method for [member anchor_bottom], [member " "anchor_left], [member anchor_right] and [member anchor_top]." msgstr "" +"Retourne l'ancre identifiée par la constante [code]margin[/code] de " +"l'énumération [enum Margin]. Une méthode de getter pour [member " +"anchor_bottom], [member anchor_left], [member anchor_right] et [member " +"anchor_top]." #: doc/classes/Control.xml msgid "" @@ -20143,6 +20319,29 @@ msgid "" " modulate = get_color(\"font_color\", \"Button\")\n" "[/codeblock]" msgstr "" +"Retourne un [Color] de la première correspondance dans le [Theme] de " +"l'arborescence si ce [Theme] a un élément de couleur avec le nom [code]name[/" +"code] et le type [code]theme_type[/code] spécifiés. Si [code]theme_type[/" +"code] n'est pas précisé, le nom de classe du contrôle actuel sera utilisé " +"pour le type, ou [member theme_type_variation] si elle est définie. Si le " +"type est un nom de classe, ses classes parentes sont également testées, par " +"ordre d'héritage.\n" +"Pour le contrôle actuel, ses surcharges locales sont considérées en premier " +"(voir [method add_color_override]), puis son nom [member theme]. Après le " +"contrôle actuel, chaque contrôle parental et son [membre theme] assigné " +"seront pris en considération ; les contrôles sans [member theme] attribué " +"sont ignorés. Si aucune correspondance de [Theme] n'est trouvée dans " +"l'arborescence, le [Theme] personnalisé du projet (voir [membre " +"ProjectSettings.gui/theme/custom]) et le [Theme] par défaut seront " +"utilisés.\n" +"[codeblock]\n" +"func _ready():\n" +" # Obtenir la couleur de police définie pour la classe actuelle du " +"Contrôle actuel, si elle existe.\n" +" modulate = get_color(\"font_color\")\n" +" # Obtenir la couleur de police définie pour la classe Button.\n" +" modulate = get_color(\"font_color\", \"Button\")\n" +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -20159,6 +20358,10 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" +"Retourne une constante du premier [Theme] correspondant dans l'arborescence " +"si ce [Theme] a un élément constant avec le code nommé [code]name[/code] et " +"le type [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml msgid "" @@ -20520,7 +20723,7 @@ msgstr "" "exemple, lorsque l'ancre gauche est fixée à 1 et que l'ancre droite a une " "valeur de 0,5, l'ancre droite aura également une valeur de 1. Si " "[code]push_opposite_anchor[/code] est [code]false[/code], l'ancre gauche a " -"alors la valeur 0.5" +"alors la valeur 0.5." #: doc/classes/Control.xml msgid "" @@ -20776,6 +20979,12 @@ msgid "" "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" +"Signale à Godot qu'il ne devrait pas donner le focus du clavier si " +"l'utilisateur presse la flèche bas sur le clavier ou le gamepad par défaut. " +"Vous pouvez modifier la clé en éditant l'action d'entrée [code]ui_down[/" +"code]. Le nœud doit être un [Control]. Si cette propriété n'est pas définie, " +"Godot placera le focus sur le [Control] le plus proche en-dessous de celui-" +"ci." #: doc/classes/Control.xml msgid "" @@ -20785,6 +20994,12 @@ msgid "" "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" +"Signale à Godot qu'il ne doit pas donner le focus du clavier si " +"l'utilisateur appuie sur la flèche gauche sur le clavier ou le gamepad par " +"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée " +"[code]ui_left[/code]. Le nœud doit être un [Control]. Si cette propriété " +"n'est pas définie, Godot placera le focus sur le [Control] le plus proche à " +"gauche de celui-ci." #: doc/classes/Control.xml msgid "" @@ -20794,6 +21009,12 @@ msgid "" "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" +"Signale à Godot qu'il ne doit pas donner le focus du clavier si " +"l'utilisateur presse la flèche droite sur le clavier ou le gamepad par " +"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée " +"[code]ui_right[/code]. Le nœud doit être un [Control]. Si cette propriété " +"n'est pas définie, Godot placera le focus sur le [Control] le plus proche en-" +"dessous de celui-ci." #: doc/classes/Control.xml msgid "" @@ -20803,6 +21024,12 @@ msgid "" "[Control]. If this property is not set, Godot will give focus to the closest " "[Control] to the bottom of this one." msgstr "" +"Signale à Godot qu'il ne devrait pas donner le focus du clavier si " +"l'utilisateur appuie sur la flèche haut sur le clavier ou sur le gamepad par " +"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée " +"[code]ui_top[/code]. Le nœud doit être un [Control]. Si cette propriété " +"n'est pas définie, Godot placera le focus sur le [Control] le plus proche en-" +"dessous de celui-ci." #: doc/classes/Control.xml msgid "" @@ -20812,6 +21039,11 @@ msgid "" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" +"Signale à Godot qu'il ne devrait pas donner le focus du clavier si " +"l'utilisateur presse \"Tab\" sur un clavier par défaut. Vous pouvez modifier " +"la clé en éditant l'action d'entrée [code]ui_focus_next[/code].\n" +"Si cette propriété n'est pas définie, Godot choisira la « meilleure solution " +"» basée sur les nœuds environnants dans l'arborescence." #: doc/classes/Control.xml msgid "" @@ -20821,6 +21053,11 @@ msgid "" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" +"Signale à Godot qu'il ne devrait pas donner le focus du clavier si " +"l'utilisateur presse \"Shift+Tab\" sur un clavier par défaut. Vous pouvez " +"modifier la clé en éditant l'action d'entrée [code]ui_focus_prev[/code].\n" +"Si cette propriété n'est pas définie, Godot choisira la « meilleure solution " +"» basée sur les nœuds environnants dans l'arborescence." #: doc/classes/Control.xml msgid "" @@ -20955,6 +21192,11 @@ msgid "" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" +"La forme par défaut du curseur pour ce contrôle. Utile pour les greffons de " +"Godot et applications ou jeux qui utilisent les curseurs de souris du " +"système.\n" +"[b]Note :[/b] Sur Linux, les formes peuvent varier selon le thème du curseur " +"du système." #: doc/classes/Control.xml msgid "" @@ -20963,6 +21205,11 @@ msgid "" "Also controls whether the control can receive the [signal mouse_entered], " "and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" +"Contrôle si la commande sera en mesure de recevoir les événements d'entrée " +"de la souris via [method gui_input] et comment ces événements seront " +"traités. Contrôle également si le contrôle peut recevoir les signaux [signal " +"mouse_entered] et [signal mouse_exited]. Voyez les constantes pour connaitre " +"le rôle de chacun." #: doc/classes/Control.xml msgid "" @@ -21023,6 +21270,21 @@ msgid "" "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" +"Le facteur de mise à l'échelle, relative à [member rect_size]. Changez cette " +"propriété pour changer l'échelle du nœud centré sur [member " +"rect_pivot_offset]. Le[member hint_tooltip] du Control sera également " +"réduite en fonction de cette valeur.\n" +"[b]Note :[/b] Cette propriété est principalement destinée à être utilisée " +"pour les animation. Le texte à l'intérieur du Control sera pixelisé ou flou " +"lorsque la mise à l'échelle change. Pour supporter plusieurs résolutions " +"dans votre projet, utilisez un mode d'étirement approprié suivant la " +"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/" +"url] au lieu de changer chaque Control individuellement.\n" +"[b]Note :[/b] Si le nœud de contrôle est un enfant d'un nœud [Container], " +"l'échelle sera réinitialisée à [code]Vector2(1, 1)[/code] lorsque la scène " +"est instanciée. Pour définir l'échelle du Control lors de son instanciation, " +"attendez une trame avec [code]yield(get_tree,) \"idle_frame\")[/code] puis " +"définissez son [member rect_scale]." #: doc/classes/Control.xml msgid "" @@ -21143,6 +21405,19 @@ msgid "" " # Not hovering over area.\n" "[/codeblock]" msgstr "" +"Émis lorsque la souris quitte la zone [code]Rect[/code] de contrôle, à " +"condition que l'événement l'atteigne.\n" +"[b]Note :[/b] [signal mouse_exited] sera émis si la souris entre dans un " +"nœud [Control] enfant, même si le curseur de la souris est encore à " +"l'intérieur de la zone [code]Rect[/code] du parent.\n" +"Si vous voulez vérifier si la souris a vraiment quitté la zone, en ignorant " +"les nœuds parents, vous pouvez utiliser le code comme ceci :\n" +"[codeblock]\n" +"func on_mouse_exited():\n" +" if not Rect2(Vector2(), rect_size)." +"has_point(get_local_mouse_position()):\n" +" # Ne survole pas la zone.\n" +"[/codeblock]" #: doc/classes/Control.xml msgid "Emitted when the control changes size." @@ -21261,6 +21536,10 @@ msgid "" "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" +"Affiche le curseur de la souris de déposé-glissé, souvent un poing fermé ou " +"un symbole de croix, lorsque l'utilisateur survole le nœud. Ça précise à " +"l'utilisateur qu'il déplace actuellement un objet, comme un nœud dans le " +"dock de Scene." #: doc/classes/Control.xml msgid "" @@ -21268,12 +21547,18 @@ msgid "" "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" +"Affiche le curseur de la souris lorsque l'utilisateur survole le nœud. Ça " +"peut être une main ouverte. Ça précise à l'utilisateur qu'il peut déposer un " +"élément qu'il était en traint de déplacer, comme un nœud dans le dock de " +"Scene." #: doc/classes/Control.xml msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" +"Affiche le curseur de souris d'interdition système lorsque l'utilisateur " +"survole le nœud. C'est souvent un cercle barré." #: doc/classes/Control.xml msgid "" @@ -21281,6 +21566,10 @@ msgid "" "node. A double-headed vertical arrow. It tells the user they can resize the " "window or the panel vertically." msgstr "" +"Afficher le curseur de souris de redimensionnement vertical lorsque " +"l'utilisateur survole le nœud. Une flèche verticale à double tête. Ça " +"précise à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau " +"verticalement." #: doc/classes/Control.xml msgid "" @@ -21288,6 +21577,10 @@ msgid "" "node. A double-headed horizontal arrow. It tells the user they can resize " "the window or the panel horizontally." msgstr "" +"Affiche le curseur de la souris de redimensionnement horizontal lorsque " +"l'utilisateur survole le nœud. Une flèche horizontale à double tête. Ça " +"précise à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau " +"horizontalement." #: doc/classes/Control.xml msgid "" @@ -21296,6 +21589,11 @@ msgid "" "top right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" +"Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque " +"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui " +"va du bas à gauche au sommet à droite. Ça précise à l'utilisateur qu'il peut " +"redimensionner la fenêtre ou le panneau à la fois horizontalement et " +"verticalement." #: doc/classes/Control.xml msgid "" @@ -21304,6 +21602,11 @@ msgid "" "bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " "they can resize the window or the panel both horizontally and vertically." msgstr "" +"Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque " +"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui " +"va du haut à gauche au bas à droite, le contraire de [constant " +"CURSOR_BDIAGSIZE]. Ça précise à l'utilisateur qu'il peut redimensionner la " +"fenêtre ou le panneau à la fois horizontalement et verticalement." #: doc/classes/Control.xml msgid "" @@ -21311,6 +21614,9 @@ msgid "" "2 double-headed arrows at a 90 degree angle. It tells the user they can move " "a UI element freely." msgstr "" +"Affiche le curseur de la souris de déplacement lorsque l'utilisateur survole " +"le nœud. Il montre 2 flèches doubles à un angle de 90 degrés. Ça précise à " +"l'utilisateur qu'il peut déplacer un élément d'interface librement." #: doc/classes/Control.xml msgid "" @@ -24626,7 +24932,7 @@ msgid "" "returns an empty String." msgstr "" "Sur Windows, retourne le nom du disque (du moins la partition) passé en " -"argument (par exemple [code]C:[/code)].\n" +"argument (par exemple [code]C:[/code]).\n" "Sur macOS, retourne le chemin vers le volume monté qui est passé en " "argument.\n" "Sur Linux, retourne le chemin vers le volume monté, ou le favoris GTK 3, " @@ -24995,7 +25301,7 @@ msgstr "" "police TTF, vous pouvez utiliser [url=https://fontforge.org/]FontForge[/url] " "pour cela. Dans FontForge, utilisez [b]Fichier > Polices Générales[/b], " "cliquez sur [b]Options[/b], puis choisissez la fonctionnalité voulue lors de " -"la génération de la police" +"la génération de la police." #: doc/classes/DynamicFont.xml msgid "Adds a fallback font." @@ -25299,12 +25605,21 @@ msgid "" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" +"Ajoute un objet partagé ou un dossier contenant uniquement des objets " +"partagés avec les étiquettes [code]tags[/code] et le chemin de destination " +"[code]path[/code].\n" +"[b]Note :[/b] En cas d'exportation pour macOS, ces objets partagés seront " +"ajoutés au dossier [code]Frameworks[/code] de l'app bundle.\n" +"Pour les dossiers, \"code-sign\" affichera une erreur si vous placez dans ce " +"dossier un objet qui n'est pas du code." #: doc/classes/EditorExportPlugin.xml msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." msgstr "" +"Sera appelé dans [method export_file]. Ignore le fichier actuel, il ne " +"figurera donc pas dans l'exportation." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25324,6 +25639,17 @@ msgid "" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" +"Un profil d'éditeur peut être utilisé pour désactiver certaines " +"fonctionnalités spécifiques de l'éditeur Godot. Lorsqu'elles sont " +"désactivées, ces fonctionnalités n'apparaîtront pas dans l'éditeur, ce qui " +"rend simplie l'éditeur. Cela est utile dans les milieux d'éducation pour " +"réduire la confusion ou lorsque vous travaillez dans une équipe. Par " +"exemple, les artistes et les concepteurs de niveau pourraient utiliser un " +"profil de fonctionnalités qui désactive l'éditeur de script pour éviter des " +"modifications accidentelles aux fichiers qu'ils ne sont pas censés " +"modifier.\n" +"Pour gérer visuellement les profils d'éditeur, utilisez [b]Éditeur > Gérer " +"les profils de fonctionnalités.[/b] en haut de la fenêtre de l'éditeur." #: doc/classes/EditorFeatureProfile.xml msgid "Returns the specified [code]feature[/code]'s human-readable name." @@ -25336,6 +25662,9 @@ msgid "" "is disabled. When disabled, the class won't appear in the Create New Node " "dialog." msgstr "" +"Retourne [code]true[/code] si la classe spécifiée par [code]class_name[/" +"code] est désactivée. Lorsqu'elle est désactivée, la classe n'apparaitre pas " +"dans le dialogue \"Créer un nouveau nœud\"." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25357,12 +25686,19 @@ msgid "" "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" +"Retourne [code]true[/code] si [code]property[/code] est désactivé dans la " +"classe spécifiée par [code]class_name[/code]. Lorsqu'une propriété est " +"désactivée, elle n'apparaît pas dans l'inspecteur pour un nœud qui étend la " +"classe spécifiée par [code]class_name[/code]." #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the [code]feature[/code] is disabled. When a " "feature is disabled, it will disappear from the editor entirely." msgstr "" +"Retourne [code]true[/code] si la fonctionnalité [code]feature[/code] est " +"désactivée. Lorsqu'une fonctionnalité est désactivée, elle disparaîtra " +"entièrement de l'éditeur." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25370,6 +25706,9 @@ msgid "" "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" +"Charge un profil d'éditeur depuis un fichier. Le fichier doit respecter le " +"format JSON obtenu en utilisant le bouton [b]Export[/b] ou via la méthode " +"[method save_to_file]." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25377,6 +25716,9 @@ msgid "" "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] button." msgstr "" +"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au " +"format JSON. Il peut ensuite être importé en utilisant le bouton [b]Import[/" +"b] ou la méthode [method load_from_file]." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25384,6 +25726,9 @@ msgid "" "by [code]class_name[/code]. When disabled, the class won't appear in the " "Create New Node dialog." msgstr "" +"Si [code]disable[/code] est [code]true[/code], désactive la classe nommée " +"[code]class_name[/code]. Lorsqu'elle est désactivée, la classe n'apparait " +"pas dans le dialogue \"Créer un nouveau nœud\"." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25392,6 +25737,11 @@ msgid "" "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" +"Si [code]disable[/code] est [code]true[/code], désactive l'édition de la " +"classe nommée [code]class_name[/code]. Lorsqu'elle est désactivée, la classe " +"apparaîtra toujours dans le dialogue \"Créer un nouveau nœud\", mais " +"l'inspecteur ne permettra pas de modifier ses propriétés pour les nœuds qui " +"étendent cette classe." #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25485,6 +25835,11 @@ msgid "" "For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text " "\"Scenes (*.tscn, *.scn)\"." msgstr "" +"Ajoute une option de filtrage d'extension de fichier délimitée par des " +"virgules à [EditorFileDialog] avec une étiquette optionnelle délimitée par " +"des point-virgules.\n" +"Par exemple, [code]\"*.tscn, *.scn; Scenes\"[/code] donne le filtre \"Scenes " +"(*.tscn, *.scn)\"." #: doc/classes/EditorFileDialog.xml msgid "Removes all filters except for \"All Files (*)\"." @@ -25497,6 +25852,11 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"Retourne le [code]VBoxContainer[/code] utilisé pour afficher le système de " +"fichiers.\n" +"[b]Avertissement :[/b] Il s'agit d'un nœud requis en interne, l'enlever et " +"le libérer peut causer un plantage. Si vous voulez le cacher lui ou un de " +"ses enfants, utilisez la propriété [membre CanvasItem.visible]." #: doc/classes/EditorFileDialog.xml msgid "" @@ -25926,6 +26286,13 @@ msgid "" "code] unless overridden by a specific importer. See [enum ResourceImporter." "ImportOrder] for some predefined values." msgstr "" +"Retourne l'ordre de lancement de cet importateur lors de l'importation de " +"ressources. Les importateurs avec un ordre d'importation plus [i]bas[/i] " +"seront appelés en premier, et des valeurs supérieures seront appelées après. " +"Utilisez-le pour s'assurer que l'importateur fonctionne après l'importation " +"des dépendances. L'ordre d'importation par défaut est [code]0[/code] à moins " +"d'être remplacé par un importateur spécifique. Voir [enum ResourceImporter." +"ImportOrder] pour certaines valeurs prédéfinies." #: doc/classes/EditorImportPlugin.xml msgid "Gets the unique name of the importer." @@ -25969,6 +26336,9 @@ msgid "" "get_import_options] to get the default options for the preset and [method " "get_preset_name] to get the name of the preset." msgstr "" +"Retourne le nombre de préréglages initiaux définis par le greffon. Utilisez " +"[method get_import_options] pour obtenir les options par défaut pour le " +"préréglage et [method get_preset_name] pour obtenir son nom." #: doc/classes/EditorImportPlugin.xml msgid "Gets the name of the options preset at this index." @@ -25979,12 +26349,17 @@ msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" +"Retourne la priorité de ce greffon pour l'extension reconnue. Des greffons " +"le plus prioritaires seront préférés. La priorité par défaut est [code]1.0[/" +"code]." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" +"Retourne la liste des extensions de fichier à associer à ce chargeur " +"(insensible à la casse). Par exemple [code][\"obj\"][/code]." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -26000,12 +26375,18 @@ msgid "" "directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" +"Retourne l'extension utilisée pour sauvegarder cette ressource dans le " +"dossier [code].import[/code] (voir [membre ProjectSettings.application/" +"config/use_hidden_project_data_directory])." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" +"Retourne le nom à afficher dans la fenêtre d'importation. Vous devriez " +"choisir ce nom comme une suite à \"Importer comme\", par exemple \"Importer " +"comme Maillage Spécial\"." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -26015,6 +26396,13 @@ msgid "" "This method must be overridden to do the actual importing work. See this " "class' description for an example of overriding this method." msgstr "" +"Importe [code]source_file[/code] dans [code]save_path[/code] avec l'option " +"[code]options[/code] d'importation spécifié. Les tableaux " +"[code]platform_variants[/code] et [code]gen_files[/code] seront modifiés par " +"cette fonction.\n" +"Cette méthode doit être surchargée pour exécuter le véritable travail " +"d'importation. Voir la description de cette classe pour un exemple de " +"surcharge de cette méthode." #: doc/classes/EditorInspector.xml #, fuzzy @@ -26048,6 +26436,33 @@ msgid "" "groups. So properties with group usage usually use capitalized names instead " "of snake_cased names." msgstr "" +"Il s'agit du contrôle qui permet l'édition des propriétés dans les dialogues " +"des Paramètres de l'éditeur, le dock Inspecteur, etc. Pour obtenir le " +"[EditorInspector] utilisé dans le fichier d'inspecteur de l'éditeur, " +"utilisez [method EditorInterface.get_inspector]\n" +"[EditorInspector] affichera les propriétés dans le même ordre que le tableau " +"retourné par [method Object.get_property_list]\n" +"Si le nom d'un propriété établie est semblable à celui d'un chemin (c'est-à-" +"dire s'il commence par des barres obliques), [EditorInspector] créera des " +"sections imbriquées pour les « dossier » suivant le chemin. Par exemple, si " +"une propriété est nommée [code]highlighting/gdscript/node_path_color[/code], " +"elle sera affichée comme \"Node Path Color\" dans la section \"GDScript\" " +"imbriquée dans la section \"Highlighting\".\n" +"Si une propriété a l'usage [constant @GlobalScope.PROPERTY_USAGE_GROUP], " +"elle regroupera les propriétés dont le nom commence par la chaîne d'indice " +"de la propriété. Le groupe se termine quand une propriété ne commence pas " +"avec cette chaîne d'indice ou quand un nouveau groupe commence. Un nom de " +"groupe vide termine le groupe actuel. [EditorInspector] créera une section " +"tout en haut pour chaque groupe. Par exemple, si une propriété avec " +"l'utilisation de groupe est nommée [code]Collide With[/code] et que sa " +"chaîne d'indice est [code]collide_with[/code], une propriété " +"[code]collide_with_area[/code] suivante sera affichée comme \"Area\" dans la " +"section \"Collide With\".\n" +"[b]Note :[/b] Contrairement aux sections créées à partir de noms de " +"propriété selon des chemins, [EditorInspector] a obtenu le nom de sections " +"créées à partir de groupes. Ainsi, les propriétés avec l'utilisation de " +"groupe utilisent généralement des noms capitalisés au lieu des noms en " +"\"snake_case\"." #: doc/classes/EditorInspector.xml msgid "" @@ -26057,16 +26472,24 @@ msgid "" "code] editor setting hasn't passed yet since this method was last called. " "(By default, this interval is set to 0.3 seconds.)" msgstr "" +"Actualise l'inspecteur.\n" +"[b]Note :[/b] Pour économiser les ressources CPU, l'appel de cette méthode " +"ne fera rien si le temps spécifié dans [code]docks/property_editor/" +"auto_refresh_interval[/code] des réglages de l'éditeur n'a pas encore été " +"écoulé depuis le dernier appel à cette méthode. (Par défaut, cet intervalle " +"est de 0,3 secondes.)" #: doc/classes/EditorInspector.xml msgid "" "Emitted when the Edit button of an [Object] has been pressed in the " "inspector. This is mainly used in the remote scene tree inspector." msgstr "" +"Émis lorsque le bouton Edit d'un [Objet] a été pressé dans l'inspecteur. " +"Ceci est principalement utilisé dans l'inspecteur d'une scène distante." #: doc/classes/EditorInspector.xml msgid "Emitted when a property is edited in the inspector." -msgstr "" +msgstr "Émis lorsqu'une propriété est modifiée dans l'inspecteur." #: doc/classes/EditorInspector.xml msgid "" @@ -26191,12 +26614,22 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorPlugin.get_editor_interface]." msgstr "" +"EditorInterface vous donne le contrôle de la fenêtre de l'éditeur Godot. Il " +"permet de personnaliser la fenêtre, d'enregistrer et (re)charger des scènes, " +"de faire des aperçus des mailles, d'inspecter et d'éditer des ressources et " +"des objets, et fournit l'accès à [EditorSettings], [EditorFileSystem], " +"[EditorResourcePreview], [ScriptEditor], la fenêtre d'affichage de l'éditeur " +"et des informations sur les scènes.\n" +"[b]Note :[/b] Cette classe ne doit pas être instanciée directement. Accédez " +"plutôt au singleton en utilisant [method EditorPlugin.get_editor_interface]." #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "" +"Édite le [Node] donné. Le nœud sera également sélectionné s'il s'agit d'une " +"arborescence de scène." #: doc/classes/EditorInterface.xml msgid "" @@ -26250,6 +26683,12 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"Retourne le contrôle principal de l'éditeur. Utilisez-le comme parent pour " +"les écrans principaux.\n" +"[b]Note :[/b] Cela retourne le contrôle principal de l'éditeur contenant " +"tout l'éditeur, pas seulement les vues 2D ou 3D.\n" +"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de " +"l'éditeur inutile et peut causer un crash." #: doc/classes/EditorInterface.xml msgid "" @@ -26257,6 +26696,9 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"Retourne l'instance [FileSystemDock] de l'éditeur.\n" +"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de " +"l'éditeur inutile et peut causer un crash." #: doc/classes/EditorInterface.xml msgid "" @@ -26264,6 +26706,9 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"Retourne l'instance [EditorInspector] de l'éditeur.\n" +"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de " +"l'éditeur inutile et peut causer un crash." #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." @@ -26274,6 +26719,8 @@ msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "" +"Retourne le nom de la scène qui est en train d'être jouée. Si aucune scène " +"n'est actuellement jouée, retourne une chaîne vide." #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorFileSystem] instance." @@ -26289,6 +26736,9 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"Retourne l'instance [ScriptEditor].\n" +"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de " +"l'éditeur inutile et peut causer un crash." #: doc/classes/EditorInterface.xml msgid "" @@ -26431,7 +26881,7 @@ msgstr "" "vous de masquer le bouton si besoin. Lorsque votre greffon est désactivé, " "assurez-vous de supprimer votre contrôle personnalisé avec [method " "remove_control_from_bottom_panel] et de le libérer avec [method Node." -"queue_free]" +"queue_free]." #: doc/classes/EditorPlugin.xml msgid "" @@ -26452,7 +26902,7 @@ msgstr "" "personnalisés vous-même (et probablement le cacher après l'avoir ajouté).\n" "Lorsque votre greffon est désactivé, assurez-vous de supprimer votre " "contrôle personnalisé avec [method remove_control_from_container] et de le " -"libérer avec [method Node.queue_free]" +"libérer avec [method Node.queue_free]." #: doc/classes/EditorPlugin.xml msgid "" @@ -26469,7 +26919,7 @@ msgstr "" "l'éditeur enregistrera la position du dock pour d'autres sessions.\n" "Lorsque votre greffon est désactivé, assurez-vous de supprimer votre " "contrôle personnalisé avec [method remove_control_from_container] et de le " -"libérer avec [method Node.queue_free]" +"libérer avec [method Node.queue_free]." #: doc/classes/EditorPlugin.xml msgid "" @@ -26904,6 +27354,25 @@ msgid "" " return state\n" "[/codeblock]" msgstr "" +"Surchargez cette méthode pour fournir des données d'état que vous souhaitez " +"enregistrer, comme la position de la vue, les paramètres de grille, les " +"réductions, etc. Ceci est utilisé pour enregistrer la scène (ainsi l'état " +"est maintenu lors de l'ouverture suivante) et pour les onglets (pour que " +"l'état soit restauré quand l'onglet est ouvert à nouveau). Ces données sont " +"automatiquement sauvegardées pour chaque scène dans un fichier " +"[code]editstate[/code] dans le dossier de métadonnées de l'éditeur. Si vous " +"souhaitez stocker des données globales (indépendantes de la scène) pour " +"votre greffon, utilisez plutôt [method get_window_layout].\n" +"Utilisez [method set_state] pour restaurer votre état sauvegardé.\n" +"[b]Note :[/b] Cette méthode ne devrait pas être utilisée pour sauvegarder " +"des paramètres importants qui devraient persister dans le projet.\n" +"[b]Note :[/b] Vous devez implémenter [method get_greffon_name] pour que " +"l'état soit stocké et restauré correctement.\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -26929,6 +27398,21 @@ msgid "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" msgstr "" +"Surchargez cette méthode pour fournir la mise en page de l'interface du " +"greffon ou toute autre donnée que vous souhaitez enregistrer. Ceci est " +"utilisé pour sauvegarder la mise en page de l'éditeur du projet lorsque " +"[method queue_save_layout] est appelée ou la mise en page de l'éditeur a été " +"modifiée (par exemple, changer la position d'un dock). Les données sont " +"enregistrées dans le fichier [code]editor_layout.cfg[/code] dans le dossier " +"des métadonnées de l'éditeur.\n" +"Utilisez [method set_window_layout] pour restaurer la mise en page qui a été " +"sauvegardée.\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -26954,7 +27438,7 @@ msgid "" msgstr "" "Retourne [code]true[/code] si c'est ce greffon de l'éditeur concerne l'écran " "principal (qui va dans le sélecteur d'espace de travail à côté de [b]2D[/b], " -"[b]3D[/b], [b]Script[/b] et [b]AssetLib[/b)]." +"[b]3D[/b], [b]Script[/b] et [b]AssetLib[/b])." #: doc/classes/EditorPlugin.xml msgid "Minimizes the bottom panel." @@ -27071,6 +27555,15 @@ msgid "" " preferred_color = data.get(\"my_color\", Color.white)\n" "[/codeblock]" msgstr "" +"Restaure l'état enregistrée par [méthode get_state]. Cette méthode est " +"appelée lorsque l'onglet de scène actuelle est changé dans l'éditeur.\n" +"[b]Note :[/b] Votre greffon doit implémenter [method get_greffon_name], " +"sinon il ne sera pas reconnu et cette méthode ne sera pas appelée.\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -27085,6 +27578,17 @@ msgid "" "Color.white)\n" "[/codeblock]" msgstr "" +"Restaurer la disposition de l'interface du greffon et les données " +"enregistrées par [method get_window_layout]. Cette méthode est appelée pour " +"chaque greffon au démarrage de l'éditeur. Utilisez le fichier " +"[code]configuration[/code] pour lire vos données sauvegardées.\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -27443,6 +27947,10 @@ msgid "" "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" +"Si cette fonction retourne [code]true[/code], le générateur appellera " +"[method generate] ou [method generate_from_path] pour les aperçus de petite " +"taille.\n" +"Par défaut, il retourne [code]false[/code]." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" @@ -27453,6 +27961,12 @@ msgid "" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" +"Génère un aperçu d'une ressource donnée avec la taille spécifiée. Cela doit " +"toujours être implémenté.\n" +"Retourner une texture vide est une bonne façon de signaler un échec et " +"laisser un autre générateur s'occuper de l'aperçu.\n" +"Ça nécessite de prendre des précautions parce que cette fonction est " +"toujours appelée à partir d'un fil d'exécution qui n'est pas celui principal." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" @@ -27464,6 +27978,13 @@ msgid "" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" +"Génère un aperçu directement à partir d'un chemin avec la taille spécifiée. " +"La mise en œuvre est facultative, car le code par défaut va charger et " +"appeler [method generate].\n" +"Retourner une texture vide est une bonne façon de signaler un échec et " +"laisser un autre générateur s'occuper de l'aperçu.\n" +"Ça nécessite de prendre des précautions parce que cette fonction est " +"toujours appelée à partir d'un fil d'exécution qui n'est pas celui principal." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" @@ -27472,6 +27993,11 @@ msgid "" "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" +"Si cette fonction retourne [code]true[/code], le générateur générera " +"automatiquement les petits aperçus à partir de la texture de " +"prévisualisation de taille normale générée par les méthodes [method " +"generate] ou [method generate_from_path].\n" +"Par défaut, elle retourne [code]false[/code]." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" @@ -27492,6 +28018,10 @@ msgid "" "To use [EditorSceneImporter], register it using the [method EditorPlugin." "add_scene_import_plugin] method first." msgstr "" +"[EditorSceneImporter] permet de définir un script importateur pour un format " +"3D tiers.\n" +"Pour utiliser [EditorSceneImporter], enregistrez-le d'abord en utilisant la " +"méthode [method EditorPlugin.add_scene_import_greffon]." #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." @@ -27794,7 +28324,7 @@ msgstr "" "var list_of_settings = settings.get_property_list()\n" "[/codeblock]\n" "[b]Note :[/b] Cette classe ne devrait être pas instanciée. Accédez plutôt au " -"singleton [method EditorInterface.get_editor_settings]" +"singleton [method EditorInterface.get_editor_settings]." #: doc/classes/EditorSettings.xml msgid "" @@ -31422,6 +31952,11 @@ msgid "" "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on " "([code]p2[/code], [code]q2[/code])." msgstr "" +"À partir de deux segments 2D (de [code]p1[/code] à [code]q1[/code]) et (de " +"[code]p2[/code] à [code]q2[/code]), retourne les deux points qui sont les " +"plus proches de l'autre segment sur ces deux segments. Retourne un " +"[PoolVector2Array] qui contient deux points, un sur chaque segment (de " +"[code]p1[/code] à [code]q1[/code], et de [code]p2[/code] à [code]q2[/code])." #: doc/classes/Geometry.xml msgid "Used internally by the engine." @@ -31452,6 +31987,9 @@ msgid "" "it's located exactly [i]on[/i] the circle's boundary, otherwise returns " "[code]false[/code]." msgstr "" +"Retourne [code]true[/code] si [code]point[/code] est à l'intérieur du cercle " +"ou s'il se trouve exactement [i]sur[/i] la bordure du cercle, et retourne " +"[code]false[/code] sinon." #: doc/classes/Geometry.xml msgid "" @@ -31459,6 +31997,9 @@ msgid "" "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise " "returns [code]false[/code]." msgstr "" +"Retourne [code]true[/code] si [code]point[/code] est à l'intérieur du " +"[code]polygon[/code] ou s'il se trouve exactement [i]sur[/i] la bodure du " +"polygone, retourne [code]false[/code] sinon." #: doc/classes/Geometry.xml msgid "" @@ -31476,6 +32017,14 @@ msgid "" "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" +"Vérifie si les deux lignes (de [code]from_a[/code] et en direction de " +"[code]dir_a[/code]) et (de [code]from_b[/code] et en direction de " +"[code]dir_b[/code]) s'intersectent. Si oui, retourne le point d'intersection " +"dans un [Vector2]. Si aucune intersection n'existe, retourne [code]null[/" +"code].\n" +"[b]Note :[/b] Ces lignes sont spécifiées en utilisant des vecteurs de " +"direction, pas des points de fin, puisqu'une ligne n'a pas par définition de " +"fin." #: doc/classes/Geometry.xml msgid "" @@ -31484,6 +32033,11 @@ msgid "" "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" +"À partir d'un tableau de [Vector2] représentant des tuiles, construit un " +"atlas. Le dictionnaire retourné a deux clés : [code]points[/code] est un " +"tableau de [Vector2] qui précise les positions de chaque tuile, et " +"[code]size[/code] contient la taille globale de l'atlas entier sous forme de " +"[Vector2]." #: doc/classes/Geometry.xml msgid "" @@ -31494,6 +32048,12 @@ msgid "" "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" +"Fusionne (combine) les polygones [code]polygon_a[/code] et [code]polygon_b[/" +"code] et retourne un tableau de polygones fusionnés. Ça utilise " +"[OPERATION_UNION] entre les polygones.\n" +"L'opération peut fournir un polygone extérieur (la limite) et plusieurs " +"polygones à intérieur (représentant les trous) qui pourraient être " +"distingués en appelant [méthode is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" @@ -31520,6 +32080,29 @@ msgid "" "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" +"Gonfle ou dégonfle [code]polygon[/code] par la quantité [code]delta[/code] " +"unités (pixels) dans toutes les directions. Si [code]delta[/code] est " +"positif, le polygone décale chaque sommet vers l'extérieur. Si [code]delta[/" +"code] est négatif, décale chaque sommet vers l'intérieur. Retourne une liste " +"des polygones parce que gonflage/dégonflage peut produire plusieurs " +"polygones distinctes. Retourne un tableau vide si [code]delta[/code] est " +"négatif et la valeur absolue de celui-ci dépasse approximativement les " +"dimensions du rectangle minimal englobant du polygone.\n" +"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], " +"voir [enum PolyJoinType].\n" +"L'opération peut fournir un polygone extérieur (la limite extérieure) et " +"plusieurs polygones à intérieur (représentant les trous) qui pourraient être " +"distingués en appelant [méthode is_polygon_clockwise].\n" +"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode " +"[méthode Transform2D.xform]:\n" +"[codeblock]\n" +"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, " +"100), Vector2(0, 100)])\n" +"var offset = Vector2(50, 50)\n" +"polygon = Transform2D(0, offset).xform(polygon)\n" +"print(polygon) # Affiche [Vector2(50, 50), Vector2(150, 50), Vector2(150, " +"150), Vector2(50, 150)]\n" +"[/codeblock]" #: doc/classes/Geometry.xml msgid "" @@ -31536,6 +32119,18 @@ msgid "" "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" +"par la quantité [code]delta[/code] unités (pixels) dans toutes les " +"directions. Si [code]delta[/code] est positif, le polygone décale chaque " +"sommet vers l'extérieur. Retourne une liste des polygones parce que gonflage/" +"dégonflage peut produire plusieurs polygones distinctes. Si [code]delta[/" +"code] est négatif, retourne un tableau vide.\n" +"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], " +"voir [enum PolyJoinType].\n" +"Chaque point d'extrémité du polygone sera arrondi suivant [code]end_type[/" +"code], voir [enum PolyEndType].\n" +"L'opération peut fournir un polygone extérieur (la limite extérieur) et " +"plusieurs polygones à intérieur (représentant les trous) qui pourraient être " +"distingués en appelant [method is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" @@ -31581,6 +32176,11 @@ msgid "" "If an intersection takes place, the returned array contains the point of " "intersection and the cylinder's normal at the point of intersection." msgstr "" +"Vérifie si le segment (de [code]from[/code] à [code]to[/code]) intersecte le " +"cylindre avec la hauteur [code]height[/code] qui est centré à l'origine et a " +"rayon de [code]radius[/code]. Si non, retourne un [PoolVector3Array] vide. " +"S'il y une intersection, le tableau retourné contient le point et la normale " +"de l'intersection." #: doc/classes/Geometry.xml msgid "" @@ -31589,6 +32189,10 @@ msgid "" "of intersection as [Vector2]. If no intersection takes place, returns " "[code]null[/code]." msgstr "" +"Vérifie si les deux segments (de [code]from_a[/code] à [code]to_a[/code]) et " +"(de [code]from_b[/code] à [code]to_b[/code]) intersectent. Si oui, retournez " +"le point d'intersection dans un [Vector2]. Si aucune intersection n'a lieu, " +"retourne [code]null[/code]." #: doc/classes/Geometry.xml msgid "" @@ -31617,6 +32221,13 @@ msgid "" "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" +"Triangule l'aire spécifiée par un ensemble discret de [code]points[/code] de " +"sorte qu'aucun point ne soit à l'intérieur du cercle d'un des triangles " +"résultant. Retourne un [PoolIntArray] où chaque triangle se compose de trois " +"indices de point consécutifs de [code]points[/code] (c'est-à-dire que le " +"tableau retourné aura [code]n * 3[/code] éléments, avec [code]n[/code] étant " +"le nombre de triangles trouvés). Si la triangulation n'a pas réussi, un " +"[PoolIntArray] vide sera retourné." #: doc/classes/Geometry.xml msgid "" @@ -31628,6 +32239,13 @@ msgid "" "contour will be flipped if it's clockwise. If the triangulation did not " "succeed, an empty [PoolIntArray] is returned." msgstr "" +"Triangule le polygone spécifié par les points dans [code]polygon[/code]. " +"Retourne un [PoolIntArray] où chaque triangle se compose de trois indices de " +"point consécutifs de [code]polygon[/code] (c'est-à-dire le tableau retourné " +"aura [code]n * 3[/code] éléments, avec [code]n[/code] étant le nombre de " +"triangles trouvés). Les triangles de sortie seront toujours dans le sens " +"anti-horaire, et le contour sera inversé si c'est dans le sens horaire. Si " +"la triangulation n'a pas réussi, un [PoolIntArray] vide sera retourné." #: doc/classes/Geometry.xml msgid "" @@ -31715,12 +32333,16 @@ msgid "" "Overrides the bounding box of this node with a custom one. To remove it, set " "an [AABB] with all fields set to zero." msgstr "" +"Surcharge le rectangle englobant de ce nœud avec un personnalisé. Pour le " +"supprimer, définissez un [AABB] avec tous les champs mis à zéro." #: doc/classes/GeometryInstance.xml msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" +"Défini le [enum GeometryInstance.Flags] spécifiés. Voir [enum " +"GeometryInstance.Flags] pour les options." #: doc/classes/GeometryInstance.xml msgid "" @@ -31860,6 +32482,8 @@ msgid "" "Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" +"Inutilisé dans cette classe, mais exposé pour être cohérent avec [enum " +"VisualServer.InstanceFlags]." #: doc/classes/GIProbe.xml msgid "Real-time global illumination (GI) probe." @@ -31896,10 +32520,43 @@ msgid "" "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" +"[GIProbe] sont utilisées pour fournir une lumière indirecte en temps réel et " +"en haute qualité aux scènes. Ils pré-calculent les lumières émises par " +"objets et les effets statiques pour simuler le comportement complexe de la " +"lumière en temps réel. Les [GIProbe] doivent être calculées avant " +"utilisation, mais une fois calculées, les objets dynamiques recevront la " +"lumière. De plus, les lumières peuvent être entièrement dynamiques ou " +"calculées.\n" +"Placer des [GIProbe] dans une scène peut réduire grandement les " +"performances, la qualité de la sonde peut être réduite en échange de " +"meilleures performances depuis les [ProjectSettings] en utilisant [membre " +"ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]\n" +"[b]La génération procédurale :[/b] Une [GIProbe] peut être calculée dans un " +"projet exporté, ce qui lui permet d'être adaptée pour niveaux générés de " +"manière procédurale ou construits par l'utilisateur tant que la géométrie " +"est générée à l'avance.\n" +"[b]Performance :[/b] La [GIProbe] est relativement exigeant pour le GPU et " +"n'est pas adaptée au matériel d'entrée de gamme tel que les cartes " +"graphiques intégrées (utilisez plutôt [BakedLightmap]). Pour supporter le " +"matériel d'entrée de gamme, envisagez d'ajouter une option pour désactiver " +"les [GIProbe] dans les menus d'options de votre projet. Une [GIProbe] peut " +"être désactivé en cachant son nœud.\n" +"[b]Note :[/b] Les maillages doivent avoir des murs suffisamment épais pour " +"éviter les fuites de lumière au travers (évitez les murs qui n'ont qu'un " +"seul côté). Pour les niveaux intérieurs, enfermez votre géométrie de niveau " +"dans une boîte suffisamment grande bouchez les trous pour fermer le " +"maillage. Pour éviter les fuites de lumière, vous pouvez également placer " +"stratégiquement des nœuds [MeshInstance] temporaires avec [membre " +"GeometryInstance.use_in_baked_light] activés. Ces nœuds temporaires peuvent " +"alors être cachés une fois le calcul des [GIProbe] terminé.\n" +"[b]Note :[/b] En raison d'une limitation de rendu, les [ShaderMaterial] avec " +"émission ne peuvent pas émettre de lumière lorsqu'ils sont utilisés avec une " +"[GIProbe]. Seuls les [SpatialMaterial] peuvent émettre de la lumière qui " +"sera pris en compte par un [GIProbe]." #: doc/classes/GIProbe.xml msgid "GI probes" -msgstr "" +msgstr "Les sondes GI" #: doc/classes/GIProbe.xml msgid "" @@ -31941,6 +32598,8 @@ msgid "" "[i]Deprecated.[/i] This property has been deprecated due to known bugs and " "no longer has any effect when enabled." msgstr "" +"[i]Obsolète.[/i] Cette propriété a été rendue obsolète en raison de bugs " +"connus et n'a plus d'effet lorsqu'elle est activée." #: doc/classes/GIProbe.xml msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." @@ -32028,6 +32687,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAccessor] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFAccessor] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFAnimation.xml msgid "" @@ -32036,6 +32699,10 @@ msgid "" "to [GLTFAnimation] within a script will cause an error in an exported " "project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFAnimation] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" @@ -32044,6 +32711,10 @@ msgid "" "to [GLTFBufferView] within a script will cause an error in an exported " "project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFBufferView] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFCamera.xml msgid "" @@ -32051,6 +32722,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFCamera] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFCamera] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" @@ -32058,6 +32733,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFDocument] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFDocument] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32065,12 +32744,18 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFLight] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFLight] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." msgstr "" +"La [Color] de la lumière. La couleur par défauts est blanc. Une couleur " +"noire fait que la lumière n'a aucun effet." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32081,6 +32766,13 @@ msgid "" "brightness. When creating a Godot [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" +"L'angle intérieur du cône dans un projecteur. Doit être inférieur ou égal à " +"l'angle de cône externe.\n" +"Dans cet angle, la lumière est à pleine luminosité. Entre les angles " +"intérieur et extérieur de cône, il y a une transition de la luminosité " +"totale à aucune. Lors de la création d'un [SpotLight], le rapport entre les " +"angles de cône intérieur et extérieur est utilisé pour calculer " +"l'atténuation de la lumière." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32089,6 +32781,10 @@ msgid "" "directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" +"L'intensité de la lumière. Ceci est exprimé en candelas (lumens par " +"stéradian) pour les lumières en point et les spots, et en lux (lumens par " +"m²) pour les lumières directionnels. En créant une lumière, cette valeur est " +"convertie en un multiplicateur sans unité." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32107,6 +32803,10 @@ msgid "" "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +"La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun " +"effet. Les feux GLTF sans limite de portée définie se comportent comme des " +"lumières physiques (qui ont une portée infinie). Lors de la création d'une " +"lumière Godot, la portée est fixée à 4096 unités." #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32114,6 +32814,9 @@ msgid "" "and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" +"Le type de lumière. Les valeurs acceptées par Godot sont « point », « spot » " +"et « directionnelle », qui correspondent respectivement au type Godot " +"[OmniLight], [SpotLight] et [DirectionalLight]." #: modules/gltf/doc_classes/GLTFMesh.xml msgid "" @@ -32121,6 +32824,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFMesh] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFMesh] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFNode.xml msgid "" @@ -32128,6 +32835,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFNode] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFNode] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFSkeleton.xml msgid "" @@ -32135,6 +32846,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFSkeleton] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que dans les éditeurs. Le " +"chargement et l'économie de glTF en cours est [i]not[/i] disponible dans les " +"projets exportés. Les références à [GLTFSkeleton] dans un script causeront " +"une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFSpecGloss.xml msgid "" @@ -32143,6 +32858,10 @@ msgid "" "to [GLTFSpecGloss] within a script will cause an error in an exported " "project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que dans les éditeurs. Le " +"chargement et l'économie de glTF en cours est [i]not[/i] disponible dans les " +"projets exportés. Les références à [GLTFSpecGloss] dans un script causeront " +"une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFState.xml msgid "" @@ -32150,6 +32869,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFState] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFState] dans un script " +"causeront une erreur dans un projet exporté." #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" @@ -32157,6 +32880,10 @@ msgid "" "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFTexture] within a script will cause an error in an exported project." msgstr "" +"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. " +"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible " +"dans les projets exportés. Les références à [GLTFTexture] dans un script " +"causeront une erreur dans un projet exporté." #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." @@ -32233,6 +32960,8 @@ msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" +"Une ressource d'interpolation de couleur qui peut être utilisé pour générer " +"des couleurs entre des points de couleur définis par l'utilisateur." #: doc/classes/Gradient.xml msgid "" @@ -32242,11 +32971,18 @@ msgid "" "will initially have 2 colors (black and white), one (black) at ramp lower " "offset 0 and the other (white) at the ramp higher offset 1." msgstr "" +"À partir d'un ensemble de couleurs, cette ressource les interpolera dans " +"l'ordre. Cela signifie que si vous avez la couleur 1, la couleur 2 et la " +"couleur 3, la rampe interpolera de la couleur 1 à la couleur 2 et de la " +"couleur 2 à la couleur 3. La rampe aura d'abord 2 couleurs (noir et blanc), " +"la première couleur (le noir) sera utilisé pour les positions inférieurs à 0 " +"et l'autre (le blanc) pour les positions supérieurs à 1." #: doc/classes/Gradient.xml msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" +"Ajoute la couleur spécifiée à la fin du dégradé, à la position spécifiée." #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." @@ -32289,6 +33025,8 @@ msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." msgstr "" +"Définit comment les couleurs entre les points du dégradé sont interpolées. " +"Voir [enum InterpolationMode] pour les modes disponibles." #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." @@ -32300,6 +33038,9 @@ msgid "" "uniform between. This might cause visible aliasing when used for a gradient " "texture in some cases." msgstr "" +"Interpolation constante, la couleur change brusquement à chaque point et " +"reste uniforme entre. Cela pourrait causer un crénelage visible lorsqu'elle " +"est utilisée pour une texture de dégradé dans certains cas." #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." @@ -32314,6 +33055,12 @@ msgid "" "at fixed steps (see [member width]). See also [GradientTexture2D] and " "[CurveTexture]." msgstr "" +"GradientTexture utilise un [Gradient] pour remplir la texture. Le gradient " +"sera rempli de gauche à droite en utilisant les couleurs obtenues du " +"dégradé. Cela signifie que la texture ne représente pas nécessairement une " +"copie exacte du dégradé, mais plutôt une interpolation des échantillons " +"obtenus du dégradé à des étapes fixes (voir [member width)]. Voir aussi " +"[GradientTexture2D] et [CurveTexture]." #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." @@ -32340,6 +33087,13 @@ msgid "" "[member width] and [member height]). See also [GradientTexture] and " "[CurveTexture]." msgstr "" +"La texture utilise un [Gradient] pour remplir les données la texture 2D. Le " +"dégradé est rempli selon les types spécifiés [member fill] et [member " +"repeat] en utilisant les couleurs obtenues du dégradé. La texture ne " +"représente pas nécessairement une copie exacte du dégradé, mais plutôt une " +"interpolation des échantillons obtenus du dégradé à des étapes fixes (voir " +"[member width] et [member height]). Voir aussi [GradientTexture] et " +"[CurveTexture]." #: doc/classes/GradientTexture2D.xml msgid "" @@ -32347,6 +33101,9 @@ msgid "" "by interpolating colors starting from [member fill_from] to [member fill_to] " "offsets." msgstr "" +"Le type de remplissage du dégradé, c'est l'une des valeurs de [enum Fill]. " +"La texture est remplie par des couleurs interpolées à partir des positions " +"de [member fill_from] à [member fill_to]." #: doc/classes/GradientTexture2D.xml msgid "" @@ -32379,6 +33136,10 @@ msgid "" "filled starting from [member fill_from] to [member fill_to] offsets by " "default, but the gradient fill can be repeated to cover the entire texture." msgstr "" +"Le type de répétition du dégradé, c'est l'une des valeurs de [enum Repeat]. " +"La texture est remplie à partir des positions de [member fill_from] à " +"[member fill_to] par défaut, mais le remplissage peut être répété pour " +"couvrir toute la texture." #: doc/classes/GradientTexture2D.xml msgid "" @@ -32388,6 +33149,12 @@ msgid "" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" +"Si [code]true[/code], la texture générée aura une gamme dynamique élevée (le " +"format sera [constant Image.FORMAT_RGBAF]). Cela permet aux effets de lueur " +"de fonctionner si [member Environment.glow_enabled] est [code]true[/code]. " +"Si [code]false[/code], la texture générée utilisera une plage dynamique " +"basse ; les couleurs trop lumineuses seront limitées (le format sera " +"[constant Image.FORMAT_RGBA8]." #: doc/classes/GradientTexture2D.xml msgid "" @@ -32399,17 +33166,19 @@ msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a straight line." -msgstr "" +msgstr "Les couleurs sont linéairement interpolées selon une ligne droite." #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a circular pattern." -msgstr "" +msgstr "Les couleurs sont linéairement interpolées selon un motif circulaire." #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill is restricted to the range defined by [member fill_from] " "to [member fill_to] offsets." msgstr "" +"Le remplissage du dégradé est limité à la plage définie par les positions de " +"[member fill_from] à [member fill_to]." #: doc/classes/GradientTexture2D.xml msgid "" @@ -32424,12 +33193,16 @@ msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" +"La texture est remplie à partir des positions de [member fill_from] à " +"[member fill_to], en répétant en miroir le motif dans les deux directions." #: doc/classes/GraphEdit.xml msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" +"GraphEdit est une zone capable de montrer divers GraphNode. Il gère les " +"événements de connexion entre eux." #: doc/classes/GraphEdit.xml msgid "" @@ -32440,24 +33213,37 @@ msgid "" "It is greatly advised to enable low-processor usage mode (see [member OS." "low_processor_usage_mode]) when using GraphEdits." msgstr "" +"GraphEdit gère la représentation des GraphNode qu'il contient, ainsi que les " +"connexions et les déconnections entre eux. Les signaux sont envoyés pour " +"chacun de ces deux événements. La déconnection entre les emplacements des " +"GraphNode est désactivé par défaut.\n" +"Il est fortement conseillé d'activer le mode d'utilisation à faible " +"processeur (voir [member OS.low_processor_usage_mode)] lors de l'utilisation " +"des GraphEdit." #: doc/classes/GraphEdit.xml msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" +"Rend possible la connexion entre deux types différents d'emplacements. Le " +"type est défini avec la méthode [method GraphNode.set_slot]." #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the left " "if it has the specified type." msgstr "" +"Permet de déconnecter les nœuds en glissant l'emplacement à gauche s'il a le " +"type spécifié." #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the right " "if it has the specified type." msgstr "" +"Permet de déconnecter les nœuds en glissant de l'emplacement à droite s'il a " +"le type spécifié." #: doc/classes/GraphEdit.xml msgid "Removes all connections between nodes." @@ -32481,6 +33267,10 @@ msgid "" "[code]to[/code] GraphNode. If the connection does not exist, no connection " "is removed." msgstr "" +"Supprimer la connexion entre l'emplacement [code]from_port[/code] du " +"GraphNode [code]from[/code] et l'emplacement [code]to_port[/code] du " +"GraphNode [code]to[/code]. Si la connexion n'existe pas, aucune connexion ne " +"sera supprimée." #: doc/classes/GraphEdit.xml msgid "" @@ -32488,6 +33278,9 @@ msgid "" "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" +"Retourne un Array contenant la liste des connexions. Une connexion se " +"compose d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode " +"name 0\", to_port: 1, to: \"GraphNode name 1\" }[/code]." #: doc/classes/GraphEdit.xml msgid "" @@ -32498,6 +33291,13 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"Retourne le [HBoxContainer] qui contient les contrôles de zoom et de " +"magnétisation de la grille en haut à gauche du graphe. Vous pouvez utiliser " +"cette méthode pour repositionner la barre d'outils ou pour y ajouter vos " +"propres contrôles personnalisés.\n" +"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, l'enlever et le " +"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses " +"enfants, utilisez plutôt la propriété [membre CanvasItem.visible]." #: doc/classes/GraphEdit.xml msgid "" @@ -32505,28 +33305,38 @@ msgid "" "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of " "the [code]to[/code] GraphNode." msgstr "" +"Retourne [code]true[/code] si l'emplacement [code]from_port[/code] du " +"GraphNode [code]from[/code] est connecté à l'emplacement [code]to_port[/" +"code] du GraphNode [code]to[/code]." #: doc/classes/GraphEdit.xml msgid "Returns whether it's possible to connect slots of the specified types." msgstr "" +"Retourne s'il est possible de connecter les emplacements des types spécifiés." #: doc/classes/GraphEdit.xml msgid "" "Makes it not possible to connect between two different slot types. The type " "is defined with the [method GraphNode.set_slot] method." msgstr "" +"Permet d'empêcher de connecter deux types d'emplacements différents. Le type " +"est défini avec la méthode [method GraphNode.set_slot]." #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the left if it has the specified type." msgstr "" +"Supprime la possibilité de déconnecter les nœuds en glissant l'emplacement " +"de gauche si elle a le type spécifié." #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the right if it has the specified type." msgstr "" +"Supprime la possibilité de déconnecter les nœuds en glissant l'emplacement " +"de droite si elle a le type spécifié." #: doc/classes/GraphEdit.xml msgid "" @@ -32534,6 +33344,9 @@ msgid "" "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the " "color provided in the [code]activity[/code] theme property." msgstr "" +"Définit la coloration de la connexion entre [code]from[/code] de " +"[code]from_port[/code] et [code]to[/code]) de [code]to_port[/code] avec la " +"couleur spécifiée dans la propriété [code]activity[/code] du thème." #: doc/classes/GraphEdit.xml msgid "Sets the specified [code]node[/code] as the one selected." @@ -32553,12 +33366,17 @@ msgid "" "The size of the minimap rectangle. The map itself is based on the size of " "the grid area and is scaled to fit this rectangle." msgstr "" +"La taille du rectangle de la mini-carte. La carte elle-même est basée sur la " +"taille de la zone de grille et est mise à l'échelle pour s'adapter à ce " +"rectangle." #: doc/classes/GraphEdit.xml msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" +"Si [code]true[/code], permet de déconnecter les connexions existantes dans " +"le GraphEdit en faisant glisser l'extrémité droite." #: doc/classes/GraphEdit.xml msgid "The scroll offset." @@ -32607,6 +33425,8 @@ msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" +"Émis quand l'utilisateur fait glisser la connexion du port d'entrée vers " +"l'espace vide du graphe." #: doc/classes/GraphEdit.xml msgid "" @@ -32623,6 +33443,8 @@ msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" +"Émis lorsque l'utilisateur fait glisser la connexion du port de sortie vers " +"l'espace vide du graphe." #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + C[/code]." @@ -32641,6 +33463,9 @@ msgid "" "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "[code]to[/code] GraphNode is attempted to be removed." msgstr "" +"Émis au GraphEdit lors d'une tentative de supprimer la connexion entre " +"l'emplacement [code]from_slot[/code] du GraphNode [code]from[/code] et " +"l'emplacement [code]to_slot[/code] de GraphNode [code]to[/code]." #: doc/classes/GraphEdit.xml msgid "" @@ -32739,6 +33564,24 @@ msgid "" "are on the right side of GraphNode. Only enabled slots are counted as " "connections." msgstr "" +"Un GraphNode est un conteneur. Chaque GraphNode peut avoir plusieurs " +"emplacement d'entrée et de sortie, parfois appelé ports, permettant des " +"connexions entre les GraphNode. Pour ajouter une emplacement à un GraphNode, " +"ajoutez-lui n'importe quel nœud enfant dérivé de [Control].\n" +"Après l'ajout d'au moins un enfant au GraphNode, de nouvelles sections " +"seront automatiquement créées dans l'inspecteur appelé 'Emplacement'. " +"Lorsque cet 'Emplacement' est agrandi, vous verrez la liste avec l'index " +"pour chaque emplacement. Vous pouvez cliquer sur chacun d'eux les agrandir " +"davantage.\n" +"Dans l'inspecteur, vous pouvez activer (montrer) ou désactiver (cacher) ces " +"emplacements. Par défaut, toutes les emplacements sont désactivées afin que " +"vous ne voyez pas d'emplacements sur votre GraphNode au début. Vous pouvez " +"attribuer un type à chaque emplacement. Seules les emplacements du même type " +"pourront se connecter. Vous pouvez également attribuer des couleurs aux " +"emplacements. Une liste des entrées et sorties est défini pour chaque " +"élément d'interface inclus dans le GraphNode. Les connexions d'entrée sont " +"sur la gauche et les connexions de sortie sur la droite du GraphNode. Seuls " +"les emplacements activés sont comptés comme des connexions." #: doc/classes/GraphNode.xml msgid "Disables all input and output slots of the GraphNode." @@ -32834,6 +33677,21 @@ msgid "" "Individual properties can be set using one of the [code]set_slot_*[/code] " "methods. You must enable at least one side of the slot to do so." msgstr "" +"Définit les propriétés de l'emplacement avec identifiant [code]idx[/code].\n" +"Si [code]enable_left[code]/[code]right[/code], un port apparaîtra et " +"l'emplacement pourra être connectée de ce côté.\n" +"[code]type_left[code]/[code]right[/code] est un type arbitraire du port. " +"Seuls les ports avec le même type peuvent être connectés.\n" +"[code]color_left[code]/[code]right[/code] est la teinte de l'icône du port " +"de ce côté.\n" +"[code]custom_left[code]/[code]right[/code] est une texture personnalisée " +"pour le port de ce côté.\n" +"[b]Note :[/b] Cette méthode ne définit que les propriétés de l'emplacement. " +"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au " +"GraphNode.\n" +"Les propriétés individuelles peuvent être définies en utilisant l'une des " +"méthodes [code]set_slot_*[/code]. Vous devez activer au moins un côté de " +"l'emplacement pour le faire." #: doc/classes/GraphNode.xml msgid "" @@ -32857,6 +33715,9 @@ msgid "" "[code]enable_left[/code] is [code]true[/code], a port will appear on the " "left side and the slot will be able to be connected from this side." msgstr "" +"Bascule le côté gauche (entrée) de l'emplacement à l'index [code]idx[/code]. " +"Si [code]enable_left[/code] est [code]true[/code], un port apparaîtra sur le " +"côté gauche et l'emplacement pourra être connecté de ce côté." #: doc/classes/GraphNode.xml msgid "" @@ -32864,6 +33725,9 @@ msgid "" "[code]enable_right[/code] is [code]true[/code], a port will appear on the " "right side and the slot will be able to be connected from this side." msgstr "" +"Bascule le côté droit (sortie) de l'emplacement à l'index [code]idx[/code]. " +"Si [code]enable_right[/code] est [code]true[/code], un port apparaîtra sur " +"le côté droit et l'emplacement pourra être connecté de ce côté." #: doc/classes/GraphNode.xml msgid "" @@ -32903,6 +33767,9 @@ msgid "" "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " "signal, the GraphNode needs to be resized manually." msgstr "" +"Si [code]true[/code], l'utilisateur peut redimensionner le GraphNode.\n" +"[b]Note :[/b] Faire glisser la poignée n'émettra que le signal [signal " +"resize_request], le GraphNode doit être redimensionné manuellement." #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is selected." @@ -32914,6 +33781,9 @@ msgid "" "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " "the GraphNode needs to be removed manually." msgstr "" +"Si [code]true[/code], le bouton de fermeture sera visible.\n" +"[b]Note :[/b] Appuyer ce bouton n'émettra que le signal [signal " +"close_request], le GraphNode doit être retiré manuellement." #: doc/classes/GraphNode.xml msgid "The text displayed in the GraphNode's title bar." @@ -33064,12 +33934,25 @@ msgid "" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" +"GridContainer arrangera ses enfants du type Control dans une structure en " +"grille, les colonnes de la grille sont spécifiées en utilisant la propriété " +"[member columns] et le nombre de lignes sera égal au nombre d'enfants dans " +"le conteneur divisé par le nombre de colonnes. Par exemple, si le conteneur " +"a 5 enfants et 2 colonnes, il y aura 3 rangées dans le conteneur.\n" +"Notez que la mise en page des grilles conservera les colonnes et les rangées " +"pour chaque taille du conteneur, et que les colonnes vides seront étendues " +"automatiquement.\n" +"[b]Note :[/b] GridContainer ne fonctionne que avec des nœuds d'enfants " +"héritant de Control. Par exemple, elle ne réarrangera pas les nœuds enfants " +"héritant de Node2D." #: doc/classes/GridContainer.xml msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." msgstr "" +"Le nombre de colonnes dans le [GridContainer]. Si modifié, [GridContainer] " +"réarrangera à ses enfants de type Control suivant la nouvelle mise en page." #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml @@ -33102,6 +33985,22 @@ msgid "" "light not affect the first layer, the whole GridMap won't be lit by the " "light in question." msgstr "" +"GridMap vous permet de placer de manière interactive des maillages sur une " +"grille. Il fonctionne à la fois à partir de l'éditeur et des scripts, et " +"vous pouvez vous en servir pour créer des éditeurs de niveau dans un jeu.\n" +"GridMaps utilise une [MeshLibrary] qui contient une liste de tuiles. Chaque " +"tuile est un maillage avec des matériaux, en plus de formes de collision et " +"de navigation en option.\n" +"Un GridMap contient une collection de cellules. Chaque cellule de grille se " +"réfère à une tuile dans le [MeshLibrary]. Toutes les cellules de la carte " +"ont les mêmes dimensions.\n" +"En interne, un GridMap est divisé par des d'octants séparés pour améliorer " +"le rendu et le traitement physique. Chaque octant a les mêmes dimensions et " +"peut contenir plusieurs cellules.\n" +"[b]Note :[/b] GridMap ne s'étend pas [VisualInstance] et donc de ne pas être " +"cachés ou masqués à partir de [member VisualInstance.layers]. Si vous " +"ajoutez une lumière qui n'affecte pas le premier calque, aucune partie de " +"l'ensemble du GridMap ne sera éclairé par cette lumière." #: modules/gridmap/doc_classes/GridMap.xml msgid "Using gridmaps" @@ -33129,6 +34028,8 @@ msgid "" "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is " "returned if the cell is empty." msgstr "" +"L'orientation de la cellule aux coordonnées X, Y et Z. -1 est retourné si la " +"cellule est vide." #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_layer]." @@ -33178,6 +34079,11 @@ msgid "" "Optionally, the item's orientation can be passed. For valid orientation " "values, see [method Basis.get_orthogonal_index]." msgstr "" +"Définit l'indice de maillage de la cellule pour ces coordonnées X, Y et Z de " +"la grille.\n" +"Un index négatif comme [constant INVALID_CELL_ITEM] effacera la cellule.\n" +"En option, l'orientation de l'objet peut être spécifiée. Pour les valeurs " +"d'orientation valides, voir [method Basis.get_orthogonal_index]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_layer]." @@ -33222,6 +34128,8 @@ msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" +"La taille de chaque octant mesurée en nombre de cellules. Ceci s'applique " +"aux trois axes." #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -33652,6 +34560,10 @@ msgid "" "[method finish] is called to append [code]data[/code] to the message, but " "cannot be called until [method start] has been called." msgstr "" +"Met à jour le message pour être un HMAC. Ceci peut être appelé plusieurs " +"fois avant que [method finish] soit appelé pour ajouter les données " +"[code]data[/code] au message, mais ne peut être appelé avant que [method " +"start] ne soit appelé." #: doc/classes/HScrollBar.xml msgid "Horizontal scroll bar." @@ -33669,6 +34581,9 @@ msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" +"L'icône utilisée comme bouton pour défiler la [ScrollBar] de gauche. " +"Supporte une valeur de déplacement personnalisé en utilisant la propriété " +"[member ScrollBar.custom_step]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." @@ -33772,13 +34687,15 @@ msgstr "" #: doc/classes/HSlider.xml msgid "The background of the area to the left of the grabber." -msgstr "" +msgstr "L'arrière-plan de la zone à gauche du glisseur." #: doc/classes/HSlider.xml msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" +"L'arrière-plan pour tout le curseur. Détermine la hauteur de " +"[code]grabber_area[/code]." #: doc/classes/HSplitContainer.xml msgid "Horizontal split container." @@ -33788,7 +34705,7 @@ msgstr "Conteneur fractionné horizontal." msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." -msgstr "" +msgstr "Conteneur horizontal. Voir [SplitContainer]. Va de gauche à droite." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "" @@ -33806,7 +34723,7 @@ msgstr "L'espace entre les côtés des conteneurs." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The icon used for the grabber drawn in the middle area." -msgstr "" +msgstr "L'icône utilisée pour le glisseur affiché au milieu." #: doc/classes/HTTPClient.xml msgid "Low-level hyper-text transfer protocol client." @@ -33846,6 +34763,42 @@ msgid "" "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" +"Client de protocole de transfert hypertexte (parfois appelé \"User Agent\"). " +"Utilisé pour faire des requêtes HTTP pour télécharger du contenu web, des " +"fichiers et d'autres données ou communiquer avec divers services, ou pour " +"d'autres cas d'utilisation. [b]Voir le nœud [HTTPRequest] pour une " +"alternative de haut-niveau[/b].\n" +"[b]Note :[/b] Ce client doit seulement se connecter à un hôte une fois (voir " +"[method connect_to_host)] pour envoyer plusieurs requêtes. En raison de " +"cela, les méthodes qui prennent des URL prennent généralement juste la " +"partie après l'hôte au lieu de l'URL complète, puisque le client est déjà " +"connecté à l'hôte. Voir [method request] pour un exemple complet pour " +"pouvoir démarrer.\n" +"Un [HTTPClient] devrait être réutilisé entre plusieurs requêtes ou pour se " +"connecter à différents hôtes au lieu de créer un client par requête. " +"Supporte les serveurs SSL et la vérification des certificats des serveurs " +"SSL. Les codes de statut HTTP de la gamme 2xx indiquent un succès, 3xx une " +"redirection (c.-à-d. \"essayez à nouveau, mais ici\"), 4xx que quelque chose " +"ne va pas avec la requête, et 5xx qu'un problème est survenu du côté du " +"serveur.\n" +"Pour plus d'informations sur HTTP, voir [url=https://developer.mozilla.org/" +"en-US/docs/Web/HTTP] (ou lire le RFC 2616 pour le lire directement depuis la " +"soruce : [url=https://tools.ietf.org/html/rfc2616])\n" +"[b]Note :[/b] Lorsque vous effectuez des requêtes HTTP d'un projet exporté " +"vers HTML5, gardez à l'esprit que le serveur distant peut ne pas autoriser " +"des requêtes d'origine étrangère en raison de [url=https://developer.mozilla." +"org/en-US/docs/Web/HTTP/CORS]CORS[/url]. Si vous hébergez le serveur en " +"question, vous devez modifier son implémentation pour permettre des requêtes " +"d'origine étrangère en ajoutant l'en-tête HTTP [code]Access-Control-Allow-" +"Origin: *[/code].\n" +"[b]Note :[/b] Le support SSL/TLS est actuellement limité à TLS 1.0, TLS 1.1 " +"et TLS 1.2. Tenter de se connecter à un serveur TLS 1.3 retournera une " +"erreur.\n" +"[b]Avertissement :[/b] La révocation du certificat SSL/TLS et le pinning de " +"certificat ne sont pas supportés. Les certificats révoqués sont acceptés " +"aussi longtemps qu'ils sont valides. Si c'est un problème, vous pouvez " +"utiliser des certificats gérés automatiquement avec une courte période de " +"validité." #: doc/classes/HTTPClient.xml msgid "Closes the current connection, allowing reuse of this [HTTPClient]." @@ -33864,6 +34817,14 @@ msgid "" "[code]verify_host[/code] will check the SSL identity of the host if set to " "[code]true[/code]." msgstr "" +"Se connecte à un hôte. C'est nécessaire avant toute requête.\n" +"L'hôte ne doit pas avoir \"http://\" d'ajouté au début, mais ignorera " +"l'identifiant du protocole si fourni.\n" +"Si aucun [code]port[/code] n'est spécifié (ou [code]-1[/code] est utilisé), " +"il est automatiquement défini à 80 pour HTTP et 443 pour HTTPS (dans le cas " +"où [code]use_ssl[/code] est activé).\n" +"[code]verify_host[/code] vérifie l'identité SSL de l'hôte si elle est " +"définie à [code]true[/code]." #: doc/classes/HTTPClient.xml msgid "" @@ -33872,6 +34833,11 @@ msgid "" "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" +"Retourne la longueur du corps de la requête.\n" +"[b]Note :[/b] Certains serveurs web peuvent ne pas envoyer de longueur du " +"corps. Dans ce cas, la valeur retournée sera [code]-1[/code]. Si vous " +"utilisez l'encodage de transfert par morceau, la longueur du corps sera " +"également [code]-1[/code]." #: doc/classes/HTTPClient.xml msgid "Returns the response's HTTP status code." @@ -33931,6 +34897,8 @@ msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" +"Cela doit être appelé pour que les requêtes puissent être traitée. Vérifiez " +"les résultats avec [method get_status]." #: doc/classes/HTTPClient.xml msgid "" @@ -34039,6 +35007,18 @@ msgid "" "Method].\n" "Sends the body data raw, as a byte array and does not encode it in any way." msgstr "" +"Envoyez une requête brute à l'hôte connecté.\n" +"Le paramètre URL est généralement juste la partie après le nom de l'hôte, " +"donc pour [code]http://somehost.com/index.php[/code], c'est [code]/index." +"php[/code]. Lors de l'envoi de requêtes vers un serveur de proxy HTTP, ça " +"doit être une URL absolue. Pour [constant HTTPClient.METHOD_OPTIONS] " +"requêtes, [code]*[/code] est également autorisé. Pour [constant HTTPClient." +"METHOD_CONNECT] demande, ça doit être le composant d'autorité ([code]host:" +"port[/code]).\n" +"Les en-têtes sont des en-têtes de requête HTTP. Pour les méthodes HTTP " +"disponibles, voir [enum Method].\n" +"Envoie les données de corps brutes, comme un tableau d'octet et ne l'encode " +"pas." #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" @@ -34095,6 +35075,10 @@ msgid "" "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" +"La méthode HTTP \"HEAD\". La méthode \"HEAD\" demande une réponse identique " +"à celle d'une requête \"GET\", mais sans le corps de la réponse. Ceci est " +"utile pour demander des métadonnées comme des en-têtes HTTP ou pour vérifier " +"si une ressource existe." #: doc/classes/HTTPClient.xml msgid "" @@ -34102,6 +35086,10 @@ msgid "" "specified resource, often causing a change in state or side effects on the " "server. This is often used for forms and submitting data or uploading files." msgstr "" +"La méthode HTTP \"POST\". La méthode \"POST\" est utilisée pour soumettre " +"une entité à la ressource spécifiée, causant souvent un changement d'état " +"sur le serveur. Ceci est souvent utilisé pour les formulaires, pour " +"soumettre des données ou télécharger des fichiers." #: doc/classes/HTTPClient.xml msgid "" @@ -34110,6 +35098,11 @@ msgid "" "\"create or update\" and PUT as \"update\", although many services tend to " "not make a clear distinction or change their meaning)." msgstr "" +"La méthode HTTP \"PUT\". La méthode \"PUT\" demander à remplacer toutes les " +"représentations actuelles de la ressource cible par les données fournies. " +"(Vous pouvez considérer \"POST\" comme une méthode pour \"créer ou mettre à " +"jour\" et \"PUT\" comme \"mise à jour\", même que de nombreux services ne " +"font pas de distinction voire en change leur sens)." #: doc/classes/HTTPClient.xml msgid "" @@ -34124,6 +35117,9 @@ msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" +"La méthode HTTP \"OPTIONS\". La méthode \"OPTIONS\" demande une description " +"des options de communication pour la ressource cible. Elle est rarement " +"utilisée." #: doc/classes/HTTPClient.xml msgid "" @@ -34131,18 +35127,25 @@ msgid "" "the path to the target resource. Returns the entire HTTP request received in " "the response body. Rarely used." msgstr "" +"La méthode HTTP \"TRACE\". La méthode \"TRACE\" effectue un test de boucle " +"de message suivant le chemin vers la ressource cible. Retourne toute la " +"requête \"HTTP\" reçue dans le corps de réponse. Elle est rarement utilisée." #: doc/classes/HTTPClient.xml msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" +"La méthode HTTP \"CONNECT\". La méthode \"CONNECT\" établit un tunnel vers " +"serveur identifié par la ressource cible. Elle est rarement utilisée." #: doc/classes/HTTPClient.xml msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" +"La méthode HTTP \"PATCH\". La méthode \"PATCH\" est utilisée pour appliquer " +"des modifications partielles à une ressource." #: doc/classes/HTTPClient.xml msgid "Represents the size of the [enum Method] enum." @@ -34161,6 +35164,7 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" +"Statut: Échec du DNS : N'a pu résoudre le nom d'hôte pour l'URL spécifiée." #: doc/classes/HTTPClient.xml msgid "Status: Currently connecting to server." @@ -34196,6 +35200,9 @@ msgid "" "everything so far is OK and that the client should continue with the request " "(or ignore this status if already finished)." msgstr "" +"Le code d'état HTTP [code]100 Continue[/code]. La réponse intermédiaire qui " +"indique que tout est bon jusqu'à présent et que le client devrait continuer " +"avec cette demande (ou ignorer ce statut s'il a déjà terminé)." #: doc/classes/HTTPClient.xml msgid "" @@ -34203,6 +35210,9 @@ msgid "" "[code]Upgrade[/code] request header by the client. Indicates the protocol " "the server is switching to." msgstr "" +"Le code d'état HTTP [code]101 Switching Protocol[/code]. Envoyé en réponse à " +"une en-tête de requête [code]Upgrade[/code] du client. Précise le nouveau " +"protocole que le serveur utilise dès à présent." #: doc/classes/HTTPClient.xml msgid "" @@ -34224,6 +35234,13 @@ msgid "" "TRACE: The message body contains the request message as received by the " "server." msgstr "" +"Le code d'état HTTP [code]200 OK[/code]. La requête a réussi. C'est la " +"réponse par défaut pour les requêtes réussies. La signification varie selon " +"la requête. Pour \"GET\" : La ressource a été récupérée et est transmise " +"dans le corps du message. Pour \"HEAD\" : Les en-têtes de l'entité sont dans " +"le corps du message. Pour \"POST\" : La ressource décrivant le résultat de " +"l'action est transmise dans le corps du message. Pour \"TRACE\" : Le corps " +"du message contient le message de requête reçu par le serveur." #: doc/classes/HTTPClient.xml msgid "" @@ -34231,6 +35248,9 @@ msgid "" "new resource has been created as a result of it. This is typically the " "response sent after a PUT request." msgstr "" +"Le code d'état HTTP [code]201 Created[/code]. La requête a réussi et une " +"nouvelle ressource a été créée en conséquence. C'est généralement la réponse " +"envoyée après une requête \"PUT\"." #: doc/classes/HTTPClient.xml msgid "" @@ -34240,6 +35260,11 @@ msgid "" "processing the request. It is intended for cases where another process or " "server handles the request, or for batch processing." msgstr "" +"Le code d'état HTTP [code]202 Accepted[/code]. La requête a été reçue mais " +"n'a pas encore été traitée. Aucune réponse n'est envoyé même asynchrone " +"indiquant le résultat du traitement de cette requête. Il est destiné aux cas " +"où un autre processus ou un serveur traite la requête, ou pour le traitement " +"par lots." #: doc/classes/HTTPClient.xml msgid "" @@ -34249,6 +35274,11 @@ msgid "" "party copy. Except this condition, 200 OK response should be preferred " "instead of this response." msgstr "" +"Le code d'état HTTP [code]203 Non-Authoritative Information[/code]. Ce code " +"de réponse signifie que l'ensemble de méta-donnée retournée n'est pas la " +"copie exacte de celles sur le serveur d'origine, mais composée à partir " +"d'une copie locale ou autre. Sauf dans ce cas, la réponse 200 \"OK\" est " +"préférable à la place de cette réponse." #: doc/classes/HTTPClient.xml msgid "" @@ -34256,6 +35286,10 @@ msgid "" "for this request, but the headers may be useful. The user-agent may update " "its cached headers for this resource with the new ones." msgstr "" +"Le code d'état HTTP [code]204 No Content[/code]. Il n'y a pas de contenu à " +"retourner en réponse à cette requête, mais les en-têtes peuvent contenir des " +"informations. Le user-agent peut mettre à jour les en-têtes de cette " +"ressource qu'il a en cache avec ces nouvelles données." #: doc/classes/HTTPClient.xml msgid "" @@ -34264,6 +35298,10 @@ msgid "" "caused the request to be sent to its original state as received from the " "origin server." msgstr "" +"Le code d'état HTTP [code]205 Reset Content[/code]. Le serveur a rempli la " +"requête et souhaite que le client réinitialise son « vue de document » qui a " +"envoyé la requête à son état original tel qu'il a été reçu du serveur " +"d'origine." #: doc/classes/HTTPClient.xml msgid "" @@ -34271,6 +35309,9 @@ msgid "" "used because of a range header sent by the client to separate download into " "multiple streams." msgstr "" +"Le code d'état HTTP [code]206 Partial Content[/code]. Ce code de réponse est " +"utilisé suivant l'intervalle spécifié dans l'en-tête envoyé par le client " +"pour que le téléchargement soit disponible dans plusieurs flux." #: doc/classes/HTTPClient.xml msgid "" @@ -34278,6 +35319,9 @@ msgid "" "response conveys information about multiple resources in situations where " "multiple status codes might be appropriate." msgstr "" +"Le code d'état HTTP [code]207 Multi-Status[/code] (WebDAV). Une réponse " +"multi-états qui transmet des informations sur plusieurs ressources dans des " +"situations où plusieurs codes de statut seraient appropriés." #: doc/classes/HTTPClient.xml msgid "" @@ -34285,6 +35329,10 @@ msgid "" "DAV: propstat response element to avoid enumerating the internal members of " "multiple bindings to the same collection repeatedly." msgstr "" +"Le code d'état HTTP [code]208 Already Reported[/code] (WebDAV). Utilisé à " +"l'intérieur d'un DAV : l'élément de réponse \"propstat\" pour éviter " +"d'énumérer plusieurs fois les membres internes de liaisons d'une même " +"collection." #: doc/classes/HTTPClient.xml msgid "" @@ -34292,6 +35340,10 @@ msgid "" "a GET request for the resource, and the response is a representation of the " "result of one or more instance-manipulations applied to the current instance." msgstr "" +"Le code d'état HTTP [code]226 IM Used[/code] (WebDAV). Le serveur a traité " +"une requête GET pour cette ressource, et la réponse est une représentation " +"du résultat d'une ou plusieurs manipulations d'instance appliquées à " +"l'instance actuelle." #: doc/classes/HTTPClient.xml msgid "" @@ -34299,6 +35351,10 @@ msgid "" "one possible responses and there is no standardized way to choose one of the " "responses. User-agent or user should choose one of them." msgstr "" +"Le code d'état HTTP [code]300 Multiple Choice[/code]. La requête a plusieurs " +"réponses possibles et il n'y a pas de moyen spécifique de choisir la bonne " +"réponse. C'est alors le user-agent ou l'utilisateur qui devrait la choisir " +"parmi celle retournées." #: doc/classes/HTTPClient.xml msgid "" @@ -34306,6 +35362,9 @@ msgid "" "response code means the URI of requested resource has been changed. The new " "URI is usually included in the response." msgstr "" +"Le code d'état HTTP [code]301 Moved Permanently[/code]. Redirection. Ce code " +"de réponse signifie que l'URI des ressources demandées a été modifiée. La " +"nouvelle URI est généralement retournée dans cette réponse." #: doc/classes/HTTPClient.xml msgid "" @@ -34652,6 +35711,7 @@ msgid "A node with the ability to send HTTP(S) requests." msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)." #: doc/classes/HTTPRequest.xml +#, fuzzy msgid "" "A node with the ability to send HTTP requests. Uses [HTTPClient] " "internally.\n" @@ -34678,7 +35738,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -37638,7 +38698,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -39640,7 +40711,7 @@ msgstr "" #: doc/classes/Light.xml msgid "The light will affect objects in the selected layers." -msgstr "La lumière affectera les objets dans les claques sélectionnés." +msgstr "La lumière affectera les objets dans les calques sélectionnés." #: doc/classes/Light.xml msgid "" @@ -41903,12 +42974,17 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -#, fuzzy -msgid "Returns the [Material] for a surface of the [Mesh] resource." -msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." +msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +#, fuzzy +msgid "Returns the number of surface override materials." msgstr "Retourne le nombre de surfaces du matériau." #: doc/classes/MeshInstance.xml @@ -41945,7 +43021,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -42783,6 +43862,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -42829,6 +43911,9 @@ msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -42872,6 +43957,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -42891,6 +43979,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -43046,11 +44137,47 @@ msgid "Destroys the given RID." msgstr "Supprimer le RID renseigné." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "Crée une nouvelle carte." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -43171,6 +44298,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -43394,20 +44538,40 @@ msgstr "L’instance n’a pas de type." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." -msgstr "Le rayon de l'agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -43636,6 +44800,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Si [code]true[/code], les titres des colonnes sont visibles." @@ -43813,7 +44987,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -45609,12 +46791,11 @@ msgid "" msgstr "" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" -"Envoie un [method rpc] en utilisant un protocole non fiable. Retourne un " -"[Variant] vide." +"Envoie un [method rpc] en utilisant un protocole non fiable. Retourne " +"[code]null[/code]." #: doc/classes/Node.xml msgid "" @@ -45839,13 +47020,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -45857,8 +47044,11 @@ msgid "Emitted when the node is renamed." msgstr "Émis quand le nœud est renommé." #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." -msgstr "Émis quand le nœud entre dans l'arborescence." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." +msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." @@ -45867,15 +47057,22 @@ msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif." #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." -msgstr "La notification reçue quand un nœud entre dans le [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." +msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +#, fuzzy +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "La notification reçue quand le nœud va quitter le [SceneTree]." #: doc/classes/Node.xml @@ -47872,6 +49069,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -53979,10 +55180,19 @@ msgstr "Un PopupMenu affiche une liste d'options." #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" -"Un [PopupMenu] est un [Control] qui affiche une liste d'options. Souvent " -"utilisé dans les barres d'outils ou les menus contextuels." #: doc/classes/PopupMenu.xml msgid "" @@ -56378,211 +57588,211 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." -msgstr "Le nom facultatif pour le claque 1 de physique 2D." +msgstr "Le nom facultatif pour le calque 1 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." -msgstr "Le nom facultatif pour le claque 10 de physique 2D." +msgstr "Le nom facultatif pour le calque 10 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." -msgstr "Le nom facultatif pour le claque 11 de physique 2D." +msgstr "Le nom facultatif pour le calque 11 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." -msgstr "Le nom facultatif pour le claque 12 de physique 2D." +msgstr "Le nom facultatif pour le calque 12 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." -msgstr "Le nom facultatif pour le claque 13 de physique 2D." +msgstr "Le nom facultatif pour le calque 13 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." -msgstr "Le nom facultatif pour le claque 14 de physique 2D." +msgstr "Le nom facultatif pour le calque 14 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." -msgstr "Le nom facultatif pour le claque 15 de physique 2D." +msgstr "Le nom facultatif pour le calque 15 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." -msgstr "Le nom facultatif pour le claque 16 de physique 2D." +msgstr "Le nom facultatif pour le calque 16 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." -msgstr "Le nom facultatif pour le claque 17 de physique 2D." +msgstr "Le nom facultatif pour le calque 17 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." -msgstr "Le nom facultatif pour le claque 18 de physique 2D." +msgstr "Le nom facultatif pour le calque 18 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." -msgstr "Le nom facultatif pour le claque 19 de physique 2D." +msgstr "Le nom facultatif pour le calque 19 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." -msgstr "Le nom facultatif pour le claque 2 de physique 2D." +msgstr "Le nom facultatif pour le calque 2 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." -msgstr "Le nom facultatif pour le claque 20 de physique 2D." +msgstr "Le nom facultatif pour le calque 20 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." -msgstr "Le nom optionnel pour le claque physique 2D numéro 21." +msgstr "Le nom optionnel pour le calque physique 2D numéro 21." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." -msgstr "Le nom optionnel pour le claque physique 2D numéro 22." +msgstr "Le nom optionnel pour le calque physique 2D numéro 22." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." -msgstr "Le nom optionnel pour le claque physique 2D numéro 23." +msgstr "Le nom optionnel pour le calque physique 2D numéro 23." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." -msgstr "Le nom optionnel pour le claque physique 2D numéro 24." +msgstr "Le nom optionnel pour le calque physique 2D numéro 24." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." -msgstr "Le nom optionnel pour le claque physique 2D numéro 25." +msgstr "Le nom optionnel pour le calque physique 2D numéro 25." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." -msgstr "Le nom optionnel pour le claque physique 2D numéro 26." +msgstr "Le nom optionnel pour le calque physique 2D numéro 26." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." -msgstr "Le nom optionnel pour le claque physique 2D numéro 27." +msgstr "Le nom optionnel pour le calque physique 2D numéro 27." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." -msgstr "Le nom optionnel pour le claque physique 2D numéro 28." +msgstr "Le nom optionnel pour le calque physique 2D numéro 28." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." -msgstr "Le nom optionnel pour le claque physique 2D numéro 29." +msgstr "Le nom optionnel pour le calque physique 2D numéro 29." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." -msgstr "Le nom facultatif pour le claque 3 de physique 2D." +msgstr "Le nom facultatif pour le calque 3 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." -msgstr "Le nom optionnel pour le claque physique 2D numéro 30." +msgstr "Le nom optionnel pour le calque physique 2D numéro 30." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." -msgstr "Le nom optionnel pour le claque physique 2D numéro 31." +msgstr "Le nom optionnel pour le calque physique 2D numéro 31." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." -msgstr "Le nom optionnel pour le claque physique 2D numéro 32." +msgstr "Le nom optionnel pour le calque physique 2D numéro 32." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." -msgstr "Le nom facultatif pour le claque 4 de physique 2D." +msgstr "Le nom facultatif pour le calque 4 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." -msgstr "Le nom facultatif pour le claque 5 de physique 2D." +msgstr "Le nom facultatif pour le calque 5 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." -msgstr "Le nom facultatif pour le claque 6 de physique 2D." +msgstr "Le nom facultatif pour le calque 6 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." -msgstr "Le nom facultatif pour le claque 7 de physique 2D." +msgstr "Le nom facultatif pour le calque 7 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." -msgstr "Le nom facultatif pour le claque 8 de physique 2D." +msgstr "Le nom facultatif pour le calque 8 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." -msgstr "Le nom facultatif pour le claque 9 de physique 2D." +msgstr "Le nom facultatif pour le calque 9 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." -msgstr "Le nom facultatif pour le claque 1 de rendu 2D." +msgstr "Le nom facultatif pour le calque 1 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." -msgstr "Le nom facultatif pour le claque 10 de rendu 2D." +msgstr "Le nom facultatif pour le calque 10 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." -msgstr "Le nom facultatif pour le claque 11 de rendu 2D." +msgstr "Le nom facultatif pour le calque 11 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." -msgstr "Le nom facultatif pour le claque 12 de rendu 2D." +msgstr "Le nom facultatif pour le calque 12 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." -msgstr "Le nom facultatif pour le claque 13 de rendu 2D." +msgstr "Le nom facultatif pour le calque 13 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." -msgstr "Le nom facultatif pour le claque 14 de rendu 2D." +msgstr "Le nom facultatif pour le calque 14 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." -msgstr "Le nom facultatif pour le claque 15 de rendu 2D." +msgstr "Le nom facultatif pour le calque 15 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." -msgstr "Le nom facultatif pour le claque 16 de rendu 2D." +msgstr "Le nom facultatif pour le calque 16 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." -msgstr "Le nom facultatif pour le claque 17 de rendu 2D." +msgstr "Le nom facultatif pour le calque 17 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." -msgstr "Le nom facultatif pour le claque 18 de rendu 2D." +msgstr "Le nom facultatif pour le calque 18 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." -msgstr "Le nom facultatif pour le claque 19 de rendu 2D." +msgstr "Le nom facultatif pour le calque 19 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." -msgstr "Le nom facultatif pour le claque 2 de rendu 2D." +msgstr "Le nom facultatif pour le calque 2 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 20." -msgstr "Le nom facultatif pour le claque 20 de rendu 2D." +msgstr "Le nom facultatif pour le calque 20 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 3." -msgstr "Le nom facultatif pour le claque 3 de rendu 2D." +msgstr "Le nom facultatif pour le calque 3 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 4." -msgstr "Le nom facultatif pour le claque 4 rendu 2D." +msgstr "Le nom facultatif pour le calque 4 rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 5." -msgstr "Le nom facultatif pour le claque 5 de rendu 2D." +msgstr "Le nom facultatif pour le calque 5 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 6." -msgstr "Le nom facultatif pour le claque 6 rendu 2D." +msgstr "Le nom facultatif pour le calque 6 rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 7." -msgstr "Le nom facultatif pour le claque 7 de rendu 2D." +msgstr "Le nom facultatif pour le calque 7 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 8." -msgstr "Le nom facultatif pour le claque 8 de rendu 2D." +msgstr "Le nom facultatif pour le calque 8 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 9." -msgstr "Le nom facultatif pour le claque 9 de rendu 2D." +msgstr "Le nom facultatif pour le calque 9 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "" @@ -56778,212 +57988,212 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." -msgstr "Le nom facultatif pour le claque 1 de physique 3D." +msgstr "Le nom facultatif pour le calque 1 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." -msgstr "Le nom facultatif pour le claque 10 de physique 3D." +msgstr "Le nom facultatif pour le calque 10 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." -msgstr "Le nom facultatif pour le claque 11 de physique 3D." +msgstr "Le nom facultatif pour le calque 11 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." -msgstr "Le nom facultatif pour le claque 12 de physique 3D." +msgstr "Le nom facultatif pour le calque 12 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." -msgstr "Le nom facultatif pour le claque 13 de physique 3D." +msgstr "Le nom facultatif pour le calque 13 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." -msgstr "Le nom facultatif pour le claque 14 de physique 3D." +msgstr "Le nom facultatif pour le calque 14 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." -msgstr "Le nom facultatif pour le claque 15 de physique 3D." +msgstr "Le nom facultatif pour le calque 15 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." -msgstr "Le nom facultatif pour le claque 16 de physique 3D." +msgstr "Le nom facultatif pour le calque 16 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." -msgstr "Le nom facultatif pour le claque 17 de physique 3D." +msgstr "Le nom facultatif pour le calque 17 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." -msgstr "Le nom facultatif pour le claque 18 de physique 3D." +msgstr "Le nom facultatif pour le calque 18 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." -msgstr "Le nom facultatif pour le claque 19 de physique 3D." +msgstr "Le nom facultatif pour le calque 19 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." -msgstr "Le nom facultatif pour le claque 2 de physique 3D." +msgstr "Le nom facultatif pour le calque 2 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." -msgstr "Le nom facultatif pour le claque 20 de physique 3D." +msgstr "Le nom facultatif pour le calque 20 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." -msgstr "Le nom facultatif pour le claque 21 de physique 3D." +msgstr "Le nom facultatif pour le calque 21 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." -msgstr "Le nom facultatif pour le claque 22 de physique 3D." +msgstr "Le nom facultatif pour le calque 22 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." -msgstr "Le nom facultatif pour le claque 23 de physique 3D." +msgstr "Le nom facultatif pour le calque 23 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." -msgstr "Le nom facultatif pour le claque 24 de physique 3D." +msgstr "Le nom facultatif pour le calque 24 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." -msgstr "Le nom facultatif pour le claque 25 de physique 3D." +msgstr "Le nom facultatif pour le calque 25 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." -msgstr "Le nom facultatif pour le claque 26 de physique 3D." +msgstr "Le nom facultatif pour le calque 26 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." -msgstr "Le nom facultatif pour le claque 27 de physique 3D." +msgstr "Le nom facultatif pour le calque 27 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." -msgstr "Le nom facultatif pour le claque 28 de physique 3D." +msgstr "Le nom facultatif pour le calque 28 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." -msgstr "Le nom facultatif pour le claque 29 de physique 3D." +msgstr "Le nom facultatif pour le calque 29 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." -msgstr "Le nom facultatif pour le claque 3 de physique 3D." +msgstr "Le nom facultatif pour le calque 3 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." -msgstr "Le nom facultatif pour le claque 30 de physique 3D." +msgstr "Le nom facultatif pour le calque 30 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." -msgstr "Le nom facultatif pour le claque 31 de physique 3D." +msgstr "Le nom facultatif pour le calque 31 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." -msgstr "Le nom facultatif pour le claque 32 de physique 3D." +msgstr "Le nom facultatif pour le calque 32 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." -msgstr "Le nom facultatif pour le claque 4 de physique 3D." +msgstr "Le nom facultatif pour le calque 4 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." -msgstr "Le nom facultatif pour le claque 5 de physique 3D." +msgstr "Le nom facultatif pour le calque 5 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." -msgstr "Le nom facultatif pour le claque 6 de physique 3D." +msgstr "Le nom facultatif pour le calque 6 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." -msgstr "Le nom facultatif pour le claque 7 de physique 3D." +msgstr "Le nom facultatif pour le calque 7 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." -msgstr "Le nom facultatif pour le claque 8 de physique 3D." +msgstr "Le nom facultatif pour le calque 8 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." -msgstr "Le nom facultatif pour le claque 9 de physique 3D." +msgstr "Le nom facultatif pour le calque 9 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." -msgstr "Le nom facultatif pour le claque 1 de rendu 3D." +msgstr "Le nom facultatif pour le calque 1 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." -msgstr "Le nom facultatif pour le claque 10 de rendu 3D." +msgstr "Le nom facultatif pour le calque 10 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." -msgstr "Le nom facultatif pour le claque 11 de rendu 3D." +msgstr "Le nom facultatif pour le calque 11 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." -msgstr "Le nom facultatif pour le claque 12 de rendu 3D." +msgstr "Le nom facultatif pour le calque 12 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." -msgstr "Le nom facultatif pour le claque 13 de rendu 3D." +msgstr "Le nom facultatif pour le calque 13 de rendu 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D render layer 14." -msgstr "Le nom facultatif pour le claque 14 de rendu 3D" +msgstr "Le nom facultatif pour le calque 14 de rendu 3D" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." -msgstr "Le nom facultatif pour le claque 15 de rendu 3D." +msgstr "Le nom facultatif pour le calque 15 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." -msgstr "Le nom facultatif pour le claque 16 de rendu 3D." +msgstr "Le nom facultatif pour le calque 16 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." -msgstr "Le nom facultatif pour le claque 17 de rendu 3D." +msgstr "Le nom facultatif pour le calque 17 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." -msgstr "Le nom facultatif pour le claque 18 de rendu 3D." +msgstr "Le nom facultatif pour le calque 18 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." -msgstr "Le nom facultatif pour le claque 19 de rendu 3D." +msgstr "Le nom facultatif pour le calque 19 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." -msgstr "Le nom facultatif pour le claque 2 de rendu 3D." +msgstr "Le nom facultatif pour le calque 2 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." -msgstr "Le nom facultatif pour le claque 20 de rendu 3D." +msgstr "Le nom facultatif pour le calque 20 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." -msgstr "Le nom facultatif pour le claque 3 de rendu 3D." +msgstr "Le nom facultatif pour le calque 3 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." -msgstr "Le nom facultatif pour le claque 4 de rendu 3D." +msgstr "Le nom facultatif pour le calque 4 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." -msgstr "Le nom facultatif pour le claque 5 de rendu 3D." +msgstr "Le nom facultatif pour le calque 5 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." -msgstr "Le nom facultatif pour le claque 6 de rendu 3D." +msgstr "Le nom facultatif pour le calque 6 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." -msgstr "Le nom facultatif pour le claque 7 de rendu 3D." +msgstr "Le nom facultatif pour le calque 7 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." -msgstr "Le nom facultatif pour le claque 8 de rendu 3D." +msgstr "Le nom facultatif pour le calque 8 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." -msgstr "Le nom facultatif pour le claque 9 de rendu 3D." +msgstr "Le nom facultatif pour le calque 9 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "" @@ -57211,14 +58421,15 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" "Taille de la table de hachage utilisée pour l'algorithme de grille de " -"hachage 2D à large phase." +"hachage 2D à large phase.\n" +"[b]Note :[/b] Non utilisé si [member ProjectSettings.physics/2d/use_bvh] est " +"actif." #: doc/classes/ProjectSettings.xml msgid "" @@ -57794,20 +59005,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -57815,19 +59034,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -57859,14 +59087,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -62893,6 +64129,7 @@ msgid "" msgstr "" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "[SceneTreeTween] is a tween managed by the scene tree. As opposed to " "[Tween], it does not require the instantiation of a node.\n" @@ -62907,24 +64144,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -62933,8 +64169,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -62942,16 +64179,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -62963,7 +64200,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" "[SceneTreeTween] est un tween géré par l'arborescence. Contrairement à un " "[Tween], il ne nécessite pas la création d'un nœud.\n" @@ -63078,21 +64315,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -63128,11 +64368,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -63172,16 +64411,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -63258,12 +64496,13 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -63361,12 +64600,13 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -63426,16 +64666,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -63443,7 +64682,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -67706,11 +68945,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -70491,7 +71730,7 @@ msgid "" "way to render them in a hardware-accelerated manner." msgstr "" "Les [TextureArray] stockent un tableau de plusieurs [Image] dans une seule " -"[Texture] de base. Chaque claque de ce tableau de textures génère ses " +"[Texture] de base. Chaque calque de ce tableau de textures génère ses " "propres mipmaps. C'est une bonne alternative pour les atlas de textures. " "Voir aussi [Texture3D].\n" "Les [TextureArray] doivent être affichés avec des shaders. Après " @@ -72157,7 +73396,7 @@ msgstr "Retourne le [enum TileMode] de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." -msgstr "Retourne l'index selon Z (le claque d'affichage) de la tuile." +msgstr "Retourne l'index selon Z (le calque d'affichage) de la tuile." #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." @@ -73194,6 +74433,7 @@ msgid "Control to show a tree of items." msgstr "Un contrôle pour afficher l'arborescence d'éléments." #: doc/classes/Tree.xml +#, fuzzy msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " @@ -73215,7 +74455,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" "Ça affiche une arborescence d'éléments qui peuvent être sélectionnés, " "développés ou réduits. Cette arborescence peut avoir plusieurs colonnes avec " @@ -76662,13 +77913,12 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will use a unique copy of the [World] " "defined in [member world]." msgstr "" -"Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par " -"la propriété [code]world[/code]." +"Si [code]true[/code], la fenêtre d'affichage utilisera une copie du [World] " +"défini dans la propriété [member world]." #: doc/classes/Viewport.xml msgid "" @@ -77315,7 +78565,7 @@ msgstr "" #: doc/classes/VisualInstance.xml msgid "Enables a particular layer in [member layers]." -msgstr "Active un claque spécifique dans [member layers]." +msgstr "Active un calque spécifique dans [member layers]." #: doc/classes/VisualInstance.xml msgid "" @@ -79213,9 +80463,7 @@ msgstr "" "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]camera_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez cette caméra à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "" @@ -79480,9 +80728,7 @@ msgstr "" "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_light_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez ce canevas de lumière à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "" @@ -79503,9 +80749,7 @@ msgstr "" "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_light_ocluder_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez ce occulteur de lumière à une instance " -"en utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." @@ -79687,9 +80931,7 @@ msgstr "" "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]environment_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez cet environnement à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "" @@ -79722,7 +80964,7 @@ msgstr "Définit l'intensité de la couleur de l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" -"Définit le claque maximal à utiliser si l'arrière-plan utilise un canevas." +"Définit le calque maximal à utiliser si l'arrière-plan utilise un canevas." #: doc/classes/VisualServer.xml msgid "" @@ -80516,9 +81758,7 @@ msgstr "" "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]material_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez cette lumière spot à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." @@ -81218,9 +82458,7 @@ msgstr "" "le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]shader_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez ce shader vide à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml #, fuzzy @@ -81278,9 +82516,7 @@ msgstr "" "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]skeleton_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez ce squelette à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." @@ -81298,9 +82534,7 @@ msgstr "" "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]sky_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez ce ciel vide à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Sets a sky's texture." @@ -81346,9 +82580,7 @@ msgstr "" "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]texture_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " -"méthode statique [method free_rid] du VisualServer.\n" -"Pour placer dans une scène, attachez cette texture vide à une instance en " -"utilisant la [method instance_set_base] utilisant le RID retourné." +"méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "" @@ -81779,15 +83011,16 @@ msgid "Number of weights/bones per vertex." msgstr "Nombre de poids / os par sommet." #: doc/classes/VisualServer.xml +#, fuzzy msgid "The minimum Z-layer for canvas items." msgstr "" -"Le niveau minimal du claque de profondeur pour les éléments de canevas." +"Le niveau minimal du calque de profondeur pour les éléments de canevas." #: doc/classes/VisualServer.xml #, fuzzy msgid "The maximum Z-layer for canvas items." msgstr "" -"Le niveau maximal du claque de profondeur pour les éléments de canevas." +"Le niveau maximal du calque de profondeur pour les éléments de canevas." #: doc/classes/VisualServer.xml msgid "" @@ -86051,7 +87284,7 @@ msgstr "L’espace physique du World." #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." -msgstr "" +msgstr "La classe pour tout ce qui est en rapport avec le monde 2D." #: doc/classes/World2D.xml msgid "" @@ -86090,6 +87323,8 @@ msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" +"Les propriétés par défaut de l'environnement de toute la scène (effets de " +"post-processing, éclairage et réglages de l'arrière-plan)." #: doc/classes/WorldEnvironment.xml msgid "" diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 92ad8f3f22..39d5ab2f2b 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -395,7 +395,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1102,7 +1102,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28262,7 +28262,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30884,7 +30884,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34631,11 +34642,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34672,7 +34688,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35464,6 +35483,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35509,6 +35531,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35552,6 +35577,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35571,6 +35599,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35700,11 +35731,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35814,6 +35881,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36020,20 +36104,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36247,6 +36351,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36416,7 +36530,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38291,13 +38413,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38319,15 +38450,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40034,6 +40171,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45534,7 +45675,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49107,20 +49259,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49128,19 +49288,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49172,14 +49341,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53868,24 +54045,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53894,8 +54070,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53903,16 +54080,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53924,7 +54101,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53954,21 +54131,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54004,11 +54184,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54048,16 +54227,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54119,10 +54297,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54176,8 +54354,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54208,16 +54386,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54225,7 +54402,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58193,11 +58370,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63068,7 +63245,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 147b3b4099..a104e2ae6d 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -394,7 +394,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1101,7 +1101,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28261,7 +28261,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30883,7 +30883,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34630,11 +34641,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34671,7 +34687,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35463,6 +35482,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35508,6 +35530,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35551,6 +35576,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35570,6 +35598,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35699,11 +35730,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35813,6 +35880,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36019,20 +36103,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36246,6 +36350,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36415,7 +36529,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38290,13 +38412,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38318,15 +38449,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40033,6 +40170,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45533,7 +45674,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49106,20 +49258,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49127,19 +49287,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49171,14 +49340,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53867,24 +54044,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53893,8 +54069,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53902,16 +54079,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53923,7 +54100,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53953,21 +54130,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54003,11 +54183,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54047,16 +54226,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54118,10 +54296,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54175,8 +54353,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54207,16 +54385,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54224,7 +54401,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58192,11 +58369,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63067,7 +63244,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index cda670b22d..280424c8c0 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -413,7 +413,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1120,7 +1120,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28280,7 +28280,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30902,7 +30902,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34649,11 +34660,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34690,7 +34706,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35482,6 +35501,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35527,6 +35549,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35570,6 +35595,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35589,6 +35617,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35718,11 +35749,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35832,6 +35899,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36038,20 +36122,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36265,6 +36369,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36434,7 +36548,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38309,13 +38431,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38327,7 +38455,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38337,15 +38468,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40052,6 +40189,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45552,7 +45693,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49125,20 +49277,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49146,19 +49306,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49190,14 +49359,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53886,24 +54063,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53912,8 +54088,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53921,16 +54098,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53942,7 +54119,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53972,21 +54149,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54022,11 +54202,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54066,16 +54245,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54137,10 +54315,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54194,8 +54372,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54226,16 +54404,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54243,7 +54420,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58211,11 +58388,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63086,7 +63263,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/id.po b/doc/translations/id.po index da727b40e7..2f741d544d 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -558,7 +558,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1505,7 +1505,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28686,7 +28686,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31308,7 +31308,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35055,12 +35066,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/MeshInstance.xml msgid "" @@ -35096,7 +35113,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35894,6 +35914,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35940,6 +35963,9 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35983,6 +36009,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36002,6 +36031,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36134,11 +36166,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36252,6 +36320,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." @@ -36463,20 +36548,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36691,6 +36796,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36860,7 +36975,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38737,13 +38860,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38755,7 +38884,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38765,15 +38897,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40482,6 +40620,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45998,7 +46140,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49573,20 +49726,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49594,19 +49755,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49638,14 +49808,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54335,24 +54513,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54361,8 +54538,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54370,16 +54548,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54391,7 +54569,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54421,21 +54599,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54471,11 +54652,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54515,16 +54695,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54586,10 +54765,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54643,8 +54822,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54675,16 +54854,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54692,7 +54870,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58662,11 +58840,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63541,7 +63719,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/is.po b/doc/translations/is.po index ec65de5cfb..4dd42d807e 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -394,7 +394,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1101,7 +1101,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28261,7 +28261,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30883,7 +30883,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34630,11 +34641,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34671,7 +34687,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35463,6 +35482,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35508,6 +35530,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35551,6 +35576,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35570,6 +35598,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35699,11 +35730,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35813,6 +35880,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36019,20 +36103,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36246,6 +36350,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36415,7 +36529,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38290,13 +38412,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38318,15 +38449,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40033,6 +40170,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45533,7 +45674,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49106,20 +49258,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49127,19 +49287,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49171,14 +49340,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53867,24 +54044,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53893,8 +54069,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53902,16 +54079,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53923,7 +54100,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53953,21 +54130,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54003,11 +54183,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54047,16 +54226,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54118,10 +54296,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54175,8 +54353,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54207,16 +54385,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54224,7 +54401,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58192,11 +58369,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63067,7 +63244,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/it.po b/doc/translations/it.po index f1a35b0de3..9157d2ecc0 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -589,7 +589,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1743,7 +1743,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -29446,7 +29446,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -32078,7 +32078,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35845,12 +35856,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Restituisce il resto dei due vettori." #: doc/classes/MeshInstance.xml msgid "" @@ -35886,7 +35903,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36686,6 +36706,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36732,6 +36755,9 @@ msgstr "Restituisce il seno del parametro." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36775,6 +36801,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36794,6 +36823,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36930,11 +36962,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -37051,6 +37119,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." @@ -37267,20 +37352,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -37500,6 +37605,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37673,7 +37788,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -39558,13 +39681,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -39576,7 +39705,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -39586,15 +39718,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -41314,6 +41452,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46855,7 +46997,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -50432,20 +50585,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50453,19 +50614,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50497,14 +50667,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -55204,24 +55382,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -55230,8 +55407,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -55239,16 +55417,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -55260,7 +55438,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55290,21 +55468,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -55340,11 +55521,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55384,16 +55564,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55455,10 +55634,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -55512,8 +55691,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -55544,16 +55723,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -55561,7 +55739,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -59541,11 +59719,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -64467,7 +64645,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ja.po b/doc/translations/ja.po index 8bb3d16322..75d4179693 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -561,7 +561,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1693,7 +1693,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -31499,7 +31499,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -34141,7 +34141,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -37961,12 +37972,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" #: doc/classes/MeshInstance.xml msgid "" @@ -38002,7 +38019,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -38809,6 +38829,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -38855,6 +38878,9 @@ msgstr "アニメーションのトラック数を返します。" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -38899,6 +38925,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -38918,6 +38947,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -39061,11 +39093,47 @@ msgid "Destroys the given RID." msgstr "指定された遷移を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -39186,6 +39254,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -39407,21 +39492,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "円柱の半径。" +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -39642,6 +39746,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" @@ -39818,7 +39932,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -41710,13 +41832,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -41728,7 +41856,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -41738,15 +41869,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -43470,6 +43607,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -49041,7 +49182,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -52642,20 +52794,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -52663,19 +52823,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -52707,14 +52876,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -57454,24 +57631,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -57480,8 +57656,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -57489,16 +57666,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -57510,7 +57687,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -57540,21 +57717,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -57590,11 +57770,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -57634,16 +57813,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -57705,10 +57883,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -57762,8 +57940,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -57794,16 +57972,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -57811,7 +57988,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -62090,11 +62267,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -67056,7 +67233,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ko.po b/doc/translations/ko.po index e3dd797c36..a30a93f652 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -535,7 +535,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1266,7 +1266,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28563,7 +28563,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31194,7 +31194,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34946,12 +34957,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/MeshInstance.xml msgid "" @@ -34987,7 +35004,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35786,6 +35806,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35832,6 +35855,9 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35875,6 +35901,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35894,6 +35923,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36029,11 +36061,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36149,6 +36217,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "매개변수의 사인 값을 반환합니다." @@ -36361,20 +36446,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36591,6 +36696,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36761,7 +36876,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38768,13 +38891,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38786,7 +38915,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38796,15 +38928,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40517,6 +40655,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46038,7 +46180,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49614,20 +49767,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49635,19 +49796,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49679,14 +49849,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54377,24 +54555,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54403,8 +54580,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54412,16 +54590,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54433,7 +54611,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54463,21 +54641,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54513,11 +54694,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54557,16 +54737,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54628,10 +54807,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54685,8 +54864,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54717,16 +54896,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54734,7 +54912,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58704,11 +58882,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63590,7 +63768,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/lt.po b/doc/translations/lt.po index fc686e4bb2..1139bf4f82 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -404,7 +404,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1111,7 +1111,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28271,7 +28271,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30893,7 +30893,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34640,11 +34651,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34681,7 +34697,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35473,6 +35492,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35518,6 +35540,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35561,6 +35586,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35580,6 +35608,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35709,11 +35740,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35823,6 +35890,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36029,20 +36113,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36256,6 +36360,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36425,7 +36539,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38300,13 +38422,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38328,15 +38459,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40043,6 +40180,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45543,7 +45684,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49116,20 +49268,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49137,19 +49297,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49181,14 +49350,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53877,24 +54054,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53903,8 +54079,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53912,16 +54089,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53933,7 +54110,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53963,21 +54140,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54013,11 +54193,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54057,16 +54236,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54128,10 +54306,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54185,8 +54363,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54217,16 +54395,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54234,7 +54411,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58202,11 +58379,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63077,7 +63254,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 27ebbed1af..627035b696 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -409,7 +409,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1116,7 +1116,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28279,7 +28279,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30901,7 +30901,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34648,11 +34659,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34689,7 +34705,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35481,6 +35500,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35526,6 +35548,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35569,6 +35594,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35588,6 +35616,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35717,11 +35748,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35831,6 +35898,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36037,20 +36121,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36264,6 +36368,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36433,7 +36547,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38308,13 +38430,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38326,7 +38454,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38336,15 +38467,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40051,6 +40188,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45551,7 +45692,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49124,20 +49276,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49145,19 +49305,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49189,14 +49358,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53885,24 +54062,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53911,8 +54087,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53920,16 +54097,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53941,7 +54118,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53971,21 +54148,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54021,11 +54201,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54065,16 +54244,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54136,10 +54314,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54193,8 +54371,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54225,16 +54403,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54242,7 +54419,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58210,11 +58387,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63085,7 +63262,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/mr.po b/doc/translations/mr.po index caaec0b107..d4e8907c1d 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -392,7 +392,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1099,7 +1099,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28259,7 +28259,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30881,7 +30881,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34628,11 +34639,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34669,7 +34685,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35461,6 +35480,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35506,6 +35528,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35549,6 +35574,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35568,6 +35596,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35697,11 +35728,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35811,6 +35878,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36017,20 +36101,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36244,6 +36348,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36413,7 +36527,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38288,13 +38410,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38316,15 +38447,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40031,6 +40168,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45531,7 +45672,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49104,20 +49256,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49125,19 +49285,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49169,14 +49338,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53865,24 +54042,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53891,8 +54067,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53900,16 +54077,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53921,7 +54098,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53951,21 +54128,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54001,11 +54181,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54045,16 +54224,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54116,10 +54294,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54173,8 +54351,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54205,16 +54383,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54222,7 +54399,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58190,11 +58367,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63065,7 +63242,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 6bdd8e4b1e..9aa8c17200 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -404,7 +404,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1111,7 +1111,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28271,7 +28271,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30893,7 +30893,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34640,11 +34651,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34681,7 +34697,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35473,6 +35492,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35518,6 +35540,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35561,6 +35586,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35580,6 +35608,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35709,11 +35740,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35823,6 +35890,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36029,20 +36113,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36256,6 +36360,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36425,7 +36539,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38300,13 +38422,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38328,15 +38459,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40043,6 +40180,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45543,7 +45684,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49116,20 +49268,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49137,19 +49297,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49181,14 +49350,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53877,24 +54054,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53903,8 +54079,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53912,16 +54089,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53933,7 +54110,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53963,21 +54140,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54013,11 +54193,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54057,16 +54236,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54128,10 +54306,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54185,8 +54363,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54217,16 +54395,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54234,7 +54411,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58202,11 +58379,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63077,7 +63254,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ne.po b/doc/translations/ne.po index d7f2a9f0cb..f129446976 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -392,7 +392,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1099,7 +1099,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28259,7 +28259,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30881,7 +30881,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34628,11 +34639,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34669,7 +34685,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35461,6 +35480,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35506,6 +35528,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35549,6 +35574,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35568,6 +35596,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35697,11 +35728,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35811,6 +35878,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36017,20 +36101,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36244,6 +36348,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36413,7 +36527,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38288,13 +38410,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38316,15 +38447,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40031,6 +40168,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45531,7 +45672,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49104,20 +49256,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49125,19 +49285,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49169,14 +49338,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53865,24 +54042,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53891,8 +54067,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53900,16 +54077,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53921,7 +54098,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53951,21 +54128,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54001,11 +54181,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54045,16 +54224,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54116,10 +54294,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54173,8 +54351,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54205,16 +54383,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54222,7 +54399,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58190,11 +58367,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63065,7 +63242,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 71605513cd..7a96e774df 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -453,7 +453,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1160,7 +1160,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28331,7 +28331,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30953,7 +30953,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34700,11 +34711,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34741,7 +34757,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35533,6 +35552,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35578,6 +35600,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35621,6 +35646,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35640,6 +35668,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35769,11 +35800,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35883,6 +35950,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36089,20 +36173,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36316,6 +36420,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36485,7 +36599,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38360,13 +38482,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38378,7 +38506,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38388,15 +38519,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40103,6 +40240,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45603,7 +45744,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49176,20 +49328,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49197,19 +49357,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49241,14 +49410,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53938,24 +54115,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53964,8 +54140,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53973,16 +54150,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53994,7 +54171,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54024,21 +54201,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54074,11 +54254,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54118,16 +54297,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54189,10 +54367,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54246,8 +54424,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54278,16 +54456,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54295,7 +54472,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58263,11 +58440,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63138,7 +63315,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 6e5324af99..640cfea1c8 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -574,7 +574,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1565,7 +1565,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28837,7 +28837,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31466,7 +31466,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35240,12 +35251,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Zwraca resztę z dwóch wektorów." #: doc/classes/MeshInstance.xml msgid "" @@ -35281,7 +35298,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36081,6 +36101,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36127,6 +36150,9 @@ msgstr "Zwraca sinus parametru." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36170,6 +36196,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36189,6 +36218,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36327,11 +36359,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36449,6 +36517,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])." @@ -36668,20 +36753,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36898,6 +37003,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37071,7 +37186,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38955,13 +39078,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38973,7 +39102,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38983,15 +39115,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40706,6 +40844,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46246,7 +46388,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49822,20 +49975,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49843,19 +50004,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49887,14 +50057,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54596,24 +54774,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54622,8 +54799,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54631,16 +54809,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54652,7 +54830,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54682,21 +54860,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54732,11 +54913,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54776,16 +54956,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54847,10 +55026,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54904,8 +55083,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54936,16 +55115,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54953,7 +55131,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58927,11 +59105,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63826,7 +64004,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/pt.po b/doc/translations/pt.po index 6b214ae81a..54c5f5f2ef 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -534,6 +534,7 @@ msgstr "" "inst2dict]), de volta numa instância. Útil para desserialização." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -548,7 +549,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1686,7 +1687,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -29145,7 +29146,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31771,7 +31772,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35532,12 +35544,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Retorna o seno do parâmetro." #: doc/classes/MeshInstance.xml msgid "" @@ -35573,7 +35591,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36365,6 +36386,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36411,6 +36435,9 @@ msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36454,6 +36481,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36473,6 +36503,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36610,11 +36643,47 @@ msgid "Destroys the given RID." msgstr "Retorna o [RID] do objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36730,6 +36799,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36944,21 +37030,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "A cor do texto." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -37174,6 +37279,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37343,7 +37458,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -39227,13 +39350,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -39245,8 +39374,11 @@ msgid "Emitted when the node is renamed." msgstr "Emitido quando o nó é renomeado." #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." -msgstr "Emitido quando o nó entra na árvore." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." +msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." @@ -39255,15 +39387,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40972,6 +41110,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46475,7 +46617,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -50052,20 +50205,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50073,19 +50234,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50117,14 +50287,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54816,24 +54994,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54842,8 +55019,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54851,16 +55029,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54872,7 +55050,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54902,21 +55080,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54952,11 +55133,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54996,16 +55176,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55067,10 +55246,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -55124,8 +55303,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -55156,16 +55335,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -55173,7 +55351,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -59163,11 +59341,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -64049,7 +64227,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 16779b76ff..b32492887a 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -584,6 +584,7 @@ msgstr "" "inst2dict]), de volta em uma instância. Útil para desserialização." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -598,7 +599,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1717,6 +1718,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " @@ -1737,7 +1739,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -29478,7 +29480,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -32113,7 +32115,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35883,12 +35896,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/MeshInstance.xml msgid "" @@ -35924,7 +35943,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36724,6 +36746,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36770,6 +36795,9 @@ msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36813,6 +36841,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36832,6 +36863,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36970,11 +37004,47 @@ msgid "Destroys the given RID." msgstr "Retorna o [RID] do objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -37092,6 +37162,23 @@ msgstr "" "Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -37308,21 +37395,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "A cor do texto." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -37541,6 +37647,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37714,7 +37830,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -39600,13 +39724,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -39618,8 +39748,11 @@ msgid "Emitted when the node is renamed." msgstr "Emitido quando o nó é renomeado." #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." -msgstr "Emitido quando o nó entra na árvore." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." +msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." @@ -39628,15 +39761,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -41349,6 +41488,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46893,7 +47036,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -50473,20 +50627,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50494,19 +50656,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50538,14 +50709,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -55247,24 +55426,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -55273,8 +55451,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -55282,16 +55461,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -55303,7 +55482,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55333,21 +55512,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -55383,11 +55565,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55427,16 +55608,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55498,10 +55678,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -55555,8 +55735,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -55587,16 +55767,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -55604,7 +55783,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -59599,11 +59778,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -64511,7 +64690,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ro.po b/doc/translations/ro.po index dbc5017a08..260a63446f 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -420,7 +420,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1127,7 +1127,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28294,7 +28294,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30916,7 +30916,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34663,11 +34674,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34704,7 +34720,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35496,6 +35515,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35541,6 +35563,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35584,6 +35609,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35603,6 +35631,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35732,11 +35763,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35846,6 +35913,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36052,20 +36136,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36279,6 +36383,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36448,7 +36562,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38324,13 +38446,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38342,7 +38470,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38352,15 +38483,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40067,6 +40204,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45567,7 +45708,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49140,20 +49292,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49161,19 +49321,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49205,14 +49374,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53901,24 +54078,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53927,8 +54103,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53936,16 +54113,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53957,7 +54134,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53987,21 +54164,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54037,11 +54217,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54081,16 +54260,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54152,10 +54330,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54209,8 +54387,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54241,16 +54419,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54258,7 +54435,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58226,11 +58403,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63101,7 +63278,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/ru.po b/doc/translations/ru.po index ec2940636f..36dbb7d50d 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -592,6 +592,7 @@ msgstr "" "экземпляр объекта. Полезно для десериализации." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -606,7 +607,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1772,7 +1773,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -30121,7 +30122,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -32749,7 +32750,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -36540,12 +36552,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Возвращает число элементов в массиве." #: doc/classes/MeshInstance.xml msgid "" @@ -36581,7 +36599,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -37381,6 +37402,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -37427,6 +37451,9 @@ msgstr "Возвращает количество дорожек в анимац #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -37470,6 +37497,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -37489,6 +37519,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -37626,11 +37659,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -37752,6 +37821,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])." @@ -37968,21 +38054,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "The radius of the agent." -msgstr "Цвет эффекта отражения." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -38202,6 +38307,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Если [code]true[/code], текстура отражена по горизонтали." @@ -38375,7 +38490,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -40343,13 +40466,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -40361,7 +40490,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -40371,15 +40503,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -42104,6 +42242,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -47667,7 +47809,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -51265,20 +51418,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51286,19 +51447,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51330,14 +51500,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -56086,24 +56264,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -56112,8 +56289,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -56121,16 +56299,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -56142,7 +56320,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56172,21 +56350,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -56222,11 +56403,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56266,16 +56446,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -56337,10 +56516,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -56394,8 +56573,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -56426,16 +56605,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -56443,7 +56621,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -60453,11 +60631,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -65390,7 +65568,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 20caeea6c2..9fb9613f0d 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -395,7 +395,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1102,7 +1102,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28265,7 +28265,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30887,7 +30887,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34634,11 +34645,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34675,7 +34691,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35467,6 +35486,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35512,6 +35534,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35555,6 +35580,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35574,6 +35602,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35703,11 +35734,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35817,6 +35884,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36023,20 +36107,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36250,6 +36354,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36419,7 +36533,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38294,13 +38416,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38312,7 +38440,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38322,15 +38453,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40037,6 +40174,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45537,7 +45678,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49110,20 +49262,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49131,19 +49291,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49175,14 +49344,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53871,24 +54048,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53897,8 +54073,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53906,16 +54083,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53927,7 +54104,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53957,21 +54134,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54007,11 +54187,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54051,16 +54230,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54122,10 +54300,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54179,8 +54357,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54211,16 +54389,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54228,7 +54405,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58196,11 +58373,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63071,7 +63248,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 4d48a80e07..765c89be10 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -406,7 +406,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1113,7 +1113,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28276,7 +28276,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30898,7 +30898,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34645,11 +34656,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34686,7 +34702,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35478,6 +35497,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35523,6 +35545,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35566,6 +35591,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35585,6 +35613,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35714,11 +35745,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35828,6 +35895,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36034,20 +36118,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36261,6 +36365,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36430,7 +36544,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38305,13 +38427,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38323,7 +38451,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38333,15 +38464,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40048,6 +40185,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45548,7 +45689,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49121,20 +49273,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49142,19 +49302,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49186,14 +49355,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53882,24 +54059,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53908,8 +54084,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53917,16 +54094,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53938,7 +54115,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53968,21 +54145,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54018,11 +54198,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54062,16 +54241,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54133,10 +54311,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54190,8 +54368,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54222,16 +54400,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54239,7 +54416,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58207,11 +58384,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63082,7 +63259,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 4836ca862f..706b410d30 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -395,7 +395,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1102,7 +1102,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28262,7 +28262,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30884,7 +30884,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34631,11 +34642,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34672,7 +34688,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35464,6 +35483,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35509,6 +35531,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35552,6 +35577,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35571,6 +35599,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35700,11 +35731,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35814,6 +35881,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36020,20 +36104,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36247,6 +36351,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36416,7 +36530,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38291,13 +38413,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38319,15 +38450,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40034,6 +40171,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45534,7 +45675,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49107,20 +49259,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49128,19 +49288,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49172,14 +49341,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53868,24 +54045,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -53894,8 +54070,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -53903,16 +54080,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -53924,7 +54101,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -53954,21 +54131,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54004,11 +54184,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54048,16 +54227,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54119,10 +54297,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54176,8 +54354,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54208,16 +54386,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54225,7 +54402,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58193,11 +58370,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63068,7 +63245,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/th.po b/doc/translations/th.po index 0bdffafffa..68c0dd503a 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -473,7 +473,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1187,7 +1187,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28381,7 +28381,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31045,7 +31045,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34804,12 +34815,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" #: doc/classes/MeshInstance.xml msgid "" @@ -34845,7 +34862,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35637,6 +35657,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35683,6 +35706,9 @@ msgstr "คืนค่าผกผันรูทสองของพารา #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35726,6 +35752,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35745,6 +35774,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35877,11 +35909,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35996,6 +36064,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "คืนค่าการกำหนดค่าของลำโพง" @@ -36207,20 +36292,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36435,6 +36540,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36604,7 +36719,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38532,13 +38655,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38550,7 +38679,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38560,15 +38692,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40277,6 +40415,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45784,7 +45926,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49364,20 +49517,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49385,19 +49546,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49429,14 +49599,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54128,24 +54306,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54154,8 +54331,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54163,16 +54341,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54184,7 +54362,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54214,21 +54392,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54264,11 +54445,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54308,16 +54488,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54379,10 +54558,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54436,8 +54615,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54468,16 +54647,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54485,7 +54663,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58456,11 +58634,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63335,7 +63513,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/tl.po b/doc/translations/tl.po index 5ced19938d..4361ff7318 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -441,7 +441,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1178,7 +1178,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28351,7 +28351,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -30973,7 +30973,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34732,11 +34743,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34773,7 +34789,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35565,6 +35584,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35610,6 +35632,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35653,6 +35678,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35672,6 +35700,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35804,11 +35835,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35927,6 +35994,23 @@ msgstr "" "so-sort ay hindi pinapagana." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" @@ -36133,20 +36217,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36360,6 +36464,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36529,7 +36643,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38404,13 +38526,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38422,7 +38550,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38432,15 +38563,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40147,6 +40284,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45650,7 +45791,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49223,20 +49375,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49244,19 +49404,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49288,14 +49457,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -53984,24 +54161,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54010,8 +54186,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54019,16 +54196,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54040,7 +54217,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54070,21 +54247,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54120,11 +54300,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54164,16 +54343,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54235,10 +54413,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54292,8 +54470,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54324,16 +54502,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54341,7 +54518,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58309,11 +58486,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63190,7 +63367,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/tr.po b/doc/translations/tr.po index d7cc5bd8df..01b71d7673 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -554,7 +554,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1684,7 +1684,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -29097,7 +29097,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31724,7 +31724,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35484,12 +35495,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "İki vektörün kalanını döndürür." #: doc/classes/MeshInstance.xml msgid "" @@ -35525,7 +35542,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -36324,6 +36344,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36370,6 +36393,9 @@ msgstr "Verilen değerin sinüsünü döndürür." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36413,6 +36439,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36432,6 +36461,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36569,11 +36601,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36690,6 +36758,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Verilen değerin sinüsünü döndürür." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Verilen değerin sinüsünü döndürür." @@ -36902,20 +36987,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -37132,6 +37237,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -37304,7 +37419,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -39188,13 +39311,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -39206,7 +39335,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -39216,15 +39348,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40936,6 +41074,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46468,7 +46610,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -50044,20 +50197,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50065,19 +50226,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50109,14 +50279,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54814,24 +54992,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54840,8 +55017,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54849,16 +55027,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54870,7 +55048,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54900,21 +55078,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54950,11 +55131,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54994,16 +55174,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -55065,10 +55244,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -55122,8 +55301,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -55154,16 +55333,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -55171,7 +55349,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -59143,11 +59321,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -64032,7 +64210,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 22271dc2ea..e943465bca 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -530,7 +530,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1245,7 +1245,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28459,7 +28459,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31084,7 +31084,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34836,12 +34847,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Повертає лишок за двома векторами." #: doc/classes/MeshInstance.xml msgid "" @@ -34877,7 +34894,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35677,6 +35697,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35723,6 +35746,9 @@ msgstr "Повертає синус параметра." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35766,6 +35792,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35785,6 +35814,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35920,11 +35952,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36040,6 +36108,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." @@ -36253,20 +36338,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36483,6 +36588,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36653,7 +36768,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38535,13 +38658,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38553,7 +38682,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38563,15 +38695,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40283,6 +40421,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45806,7 +45948,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49382,20 +49535,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49403,19 +49564,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49447,14 +49617,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54145,24 +54323,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54171,8 +54348,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54180,16 +54358,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54201,7 +54379,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54231,21 +54409,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54281,11 +54462,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54325,16 +54505,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54396,10 +54575,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54453,8 +54632,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54485,16 +54664,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54502,7 +54680,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58474,11 +58652,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63363,7 +63541,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/vi.po b/doc/translations/vi.po index b813d4a4a5..81411cebb9 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -532,7 +532,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1462,7 +1462,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28756,7 +28756,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31383,7 +31383,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -35137,12 +35148,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "Trả về phần dư của hai vector." #: doc/classes/MeshInstance.xml msgid "" @@ -35178,7 +35195,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35977,6 +35997,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -36023,6 +36046,9 @@ msgstr "Trả về sin của tham số." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -36066,6 +36092,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -36085,6 +36114,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36221,11 +36253,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36341,6 +36409,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Trả về sin của tham số." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "Trả về sin của tham số." @@ -36554,20 +36639,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36784,6 +36889,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Nếu [code]true[/code] thì lật ngang họa tiết." @@ -36955,7 +37070,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38839,13 +38962,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38857,7 +38986,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38867,15 +38999,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40587,6 +40725,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46118,7 +46260,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49698,20 +49851,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49719,19 +49880,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49763,14 +49933,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54466,24 +54644,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54492,8 +54669,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54501,16 +54679,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54522,7 +54700,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54552,21 +54730,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54602,11 +54783,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54646,16 +54826,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54717,10 +54896,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54774,8 +54953,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54806,16 +54985,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54823,7 +55001,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58797,11 +58975,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63685,7 +63863,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index aed2ffbe21..e39b32f496 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-19 11:54+0000\n" +"PO-Revision-Date: 2022-06-23 04:30+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -516,7 +516,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " "[Array] or [Dictionary] up to its deepest level.\n" @@ -536,7 +535,7 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" -"根据实际的内容对两个值进行比较,对于 `Array` 或 `Dictionary` 会递归至最深一" +"根据实际的内容对两个值进行比较,对于 [Array] 或 [Dictionary] 会递归至最深一" "层。\n" "与 [code]==[/code] 的异同有:\n" "- 对于 [code]null[/code]、[code]int[/code]、[code]float[/code]、" @@ -571,6 +570,7 @@ msgstr "" "将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -585,7 +585,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -659,7 +659,7 @@ msgid "" "[/codeblock]\n" "For the integer remainder operation, use the % operator." msgstr "" -"返回 [code]a/b[/code] 的浮点型余数, 符号与 [code]a[/code]一致。\n" +"返回 [code]a/b[/code] 的浮点型余数,符号与 [code]a[/code]一致。\n" "[codeblock]\n" "r = fmod(7, 5.5) # r = 1.5\n" "[/codeblock]\n" @@ -875,7 +875,7 @@ msgstr "" "如果 [code]a[/code] 和 [code]b[/code] 彼此近似相等,则返回 [code]true[/" "code]。\n" "这里,近似相等意味着 [code]a[/code] 和 [code]b[/code] 相互之间在一个小的内部 " -"ε 里,这个内部 ε 随着数字的大小而变化。 \n" +"ε 里,这个内部 ε 随着数字的大小而变化。\n" "相同符号的无穷大值被认为是相等的。" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1203,7 +1203,7 @@ msgid "" msgstr "" "将 JSON 文本解析为 Variant。(使用 [method typeof] 检查 Variant 的类型是否符" "合您的期望。)\n" -"[b]注意:[/b]JSON 规范未定义整数或浮点类型,仅定义了 [i]number[/i] 类型。 因" +"[b]注意:[/b]JSON 规范未定义整数或浮点类型,仅定义了 [i]number[/i] 类型。因" "此,解析 JSON 文本会将所有数值转换为 [float] 类型。\n" "[b]注意:[/b]JSON 对象不会像 Godot 字典那样保留键顺序,因此,如果字典是由 " "JSON 构造的,则不应依赖于特定顺序的键。相反,JSON 数组保留其元素的顺序:\n" @@ -1462,7 +1462,7 @@ msgstr "" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # 输出举例 0.135591 0.405263\n" "[/codeblock]\n" -"[b]注意:[/b]与 [code]randf() * (to - from) + from[/code] 等价。" +"[b]注意:[/b]相当于 [code]randf() * (to - from) + from[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1688,6 +1688,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " @@ -1708,7 +1709,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -1725,7 +1726,7 @@ msgstr "" "smoothstep(0, 2, -5.0) # 返回 0.0\n" "smoothstep(0, 2, 0.5) # 返回 0.15625\n" "smoothstep(0, 2, 1.0) # 返回 0.5\n" -"smoothstep(0, 2, 2.0) # 返回1.0\n" +"smoothstep(0, 2, 2.0) # 返回 1.0\n" "[/codeblock]\n" "与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返" "回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] " @@ -2029,7 +2030,7 @@ msgstr "" "# 无限旋转(弧度)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" -"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则等价于 [method " +"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则相当于 [method " "fposmod],因此请改用它。\n" "通过让用户控制最小值,[code]wrapf[/code] 比使用 [method fposmod] 方法更灵活。" @@ -2061,7 +2062,7 @@ msgstr "" "# result 是 -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" -"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则等价于 [method " +"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则相当于 [method " "posmod],因此建议改用它。\n" "通过让用户控制最小值,[code]wrapi[/code] 比使用 [method posmod] 方法更灵活。" @@ -2150,14 +2151,14 @@ msgstr "" msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code]." -msgstr "常量,表示圆的周长是直径的多少倍。等价于 [code]TAU / 2[/code]。" +msgstr "常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" -"圆常量,单位圆的周长,单位为弧度。等价于 [code]PI * 2[/code],即 360 度的旋转" +"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的旋转" "值。" #: modules/gdscript/doc_classes/@GDScript.xml @@ -2638,11 +2639,11 @@ msgstr "小键盘的数字 9。" #: doc/classes/@GlobalScope.xml msgid "Left Super key (Windows key)." -msgstr "左 Super 键( Windows 键 )。" +msgstr "左 Super 键(Windows 键)。" #: doc/classes/@GlobalScope.xml msgid "Right Super key (Windows key)." -msgstr "右 Super 键( Windows 键 )。" +msgstr "右 Super 键(Windows 键)。" #: doc/classes/@GlobalScope.xml msgid "Context menu key." @@ -2763,31 +2764,31 @@ msgstr "启动多媒体键。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." -msgstr "快捷启动键0。" +msgstr "快捷启动键 0。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." -msgstr "快捷启动键1。" +msgstr "快捷启动键 1。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." -msgstr "快捷启动键2。" +msgstr "快捷启动键 2。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." -msgstr "快捷启动键3。" +msgstr "快捷启动键 3。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." -msgstr "快捷启动键4。" +msgstr "快捷启动键 4。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." -msgstr "快捷启动键5。" +msgstr "快捷启动键 5。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." -msgstr "快捷启动键6。" +msgstr "快捷启动键 6。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." @@ -2799,35 +2800,35 @@ msgstr "快捷启动键 8。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." -msgstr "快捷启动键9。" +msgstr "快捷启动键 9。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." -msgstr "快捷启动键 A 。" +msgstr "快捷启动键 A。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." -msgstr "快捷启动键 B 。" +msgstr "快捷启动键 B。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." -msgstr "快捷启动键 C 。" +msgstr "快捷启动键 C。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." -msgstr "快捷启动键 D 。" +msgstr "快捷启动键 D。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." -msgstr "快捷启动键 E 。" +msgstr "快捷启动键 E。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." -msgstr "快捷启动键 F 。" +msgstr "快捷启动键 F。" #: doc/classes/@GlobalScope.xml msgid "Unknown key." -msgstr "未知 键。" +msgstr "未知键。" #: doc/classes/@GlobalScope.xml msgid "Space key." @@ -3400,8 +3401,8 @@ msgid "" "mask should be preferred to [constant KEY_MASK_META] or [constant " "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly." msgstr "" -"Command 键掩码。在 macOS,这等同于 [constant KEY_MASK_META]。而在其他平台,这" -"等同于 [constant KEY_MASK_CTRL]。相对使用 [constant KEY_MASK_META] 或 " +"Command 键掩码。在 macOS 上相当于 [constant KEY_MASK_META]。而在其他平台则相" +"当于 [constant KEY_MASK_CTRL]。相对使用 [constant KEY_MASK_META] 或 " "[constant KEY_MASK_CTRL] 来作为系统快捷键,应优先使用此掩码,以便能让所有平台" "正确处理。" @@ -3427,11 +3428,11 @@ msgstr "鼠标中键。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." -msgstr "鼠标额外键1(仅在某些鼠标上有实现)。" +msgstr "鼠标额外键 1(仅在某些鼠标上有实现)。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." -msgstr "鼠标额外键2(仅在某些鼠标上有实现)。" +msgstr "鼠标额外键 2(仅在某些鼠标上有实现)。" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." @@ -3463,11 +3464,11 @@ msgstr "鼠标中键掩码。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." -msgstr "鼠标额外键1掩码。" +msgstr "鼠标额外键 1 掩码。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." -msgstr "鼠标额外键2掩码。" +msgstr "鼠标额外键 2 掩码。" #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." @@ -3475,27 +3476,27 @@ msgstr "无效按钮或轴。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 0." -msgstr "游戏手柄按钮0。" +msgstr "游戏手柄按钮 0。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 1." -msgstr "游戏手柄按钮1。" +msgstr "游戏手柄按钮 1。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 2." -msgstr "游戏手柄按钮2。" +msgstr "游戏手柄按钮 2。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 3." -msgstr "游戏手柄按钮3。" +msgstr "游戏手柄按钮 3。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 4." -msgstr "游戏手柄按钮4。" +msgstr "游戏手柄按钮 4。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 5." -msgstr "游戏手柄按钮5。" +msgstr "游戏手柄按钮 5。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 6." @@ -3515,55 +3516,55 @@ msgstr "游戏手柄按钮 9。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 10." -msgstr "游戏手柄按钮10。" +msgstr "游戏手柄按钮 10。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 11." -msgstr "游戏手柄按钮11。" +msgstr "游戏手柄按钮 11。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 12." -msgstr "游戏手柄按钮12。" +msgstr "游戏手柄按钮 12。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 13." -msgstr "游戏手柄按钮13。" +msgstr "游戏手柄按钮 13。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 14." -msgstr "游戏手柄按钮14。" +msgstr "游戏手柄按钮 14。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 15." -msgstr "游戏手柄按钮15。" +msgstr "游戏手柄按钮 15。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 16." -msgstr "游戏手柄按钮16。" +msgstr "游戏手柄按钮 16。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 17." -msgstr "游戏手柄按钮17。" +msgstr "游戏手柄按钮 17。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 18." -msgstr "游戏手柄按钮18。" +msgstr "游戏手柄按钮 18。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 19." -msgstr "游戏手柄按钮19。" +msgstr "游戏手柄按钮 19。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 20." -msgstr "游戏手柄按钮20。" +msgstr "游戏手柄按钮 20。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 21." -msgstr "游戏手柄按钮21。" +msgstr "游戏手柄按钮 21。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 22." -msgstr "游戏手柄按钮22。" +msgstr "游戏手柄按钮 22。" #: doc/classes/@GlobalScope.xml msgid "" @@ -3628,35 +3629,37 @@ msgstr "任天堂控制器 Y 键。" #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." -msgstr "VR控制器上的握把(侧面)按钮。" +msgstr "VR 控制器上的握把(侧面)按钮。" #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." -msgstr "VR控制器上的触摸板/主摇杆的向下键。" +msgstr "VR 控制器上的触摸板/主摇杆的向下键。" #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." -msgstr "VR控制器上的扳机键。" +msgstr "VR 控制器上的扳机键。" #: doc/classes/@GlobalScope.xml msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." -msgstr "右侧Oculus Touch控制器的A按钮,左控制器的X按钮(需当使用OpenVR时)。" +msgstr "" +"Oculus Touch 右控制器的 A 按钮,左控制器的 X 按钮(需当使用 OpenVR 时)。" #: doc/classes/@GlobalScope.xml msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." -msgstr "右侧Oculus Touch控制器的B按钮,左控制器的Y按钮(需当使用OpenVR时)。" +msgstr "" +"Oculus Touch 右控制器的 B 按钮,左控制器的 Y 按钮(需当使用 OpenVR 时)。" #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." -msgstr "任意Oculus Touch控制器上的菜单按钮。" +msgstr "任意 Oculus Touch 控制器上的菜单按钮。" #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." -msgstr "OpenVR中的菜单按钮(使用 Oculus Touch 控制器时除外)。" +msgstr "OpenVR 中的菜单按钮(使用 Oculus Touch 控制器时除外)。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." @@ -3752,11 +3755,11 @@ msgstr "游戏手柄右摇杆垂直轴。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." -msgstr "通用的游戏手柄轴4。" +msgstr "通用的游戏手柄轴 4。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." -msgstr "通用的游戏手柄轴5。" +msgstr "通用的游戏手柄轴 5。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger analog axis." @@ -3768,11 +3771,11 @@ msgstr "游戏手柄右触发模拟轴。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." -msgstr "通用的游戏手柄轴8。" +msgstr "通用的游戏手柄轴 8。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." -msgstr "通用的游戏手柄轴9。" +msgstr "通用的游戏手柄轴 9。" #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." @@ -3788,23 +3791,23 @@ msgstr "游戏手柄右侧模拟触发器。" #: doc/classes/@GlobalScope.xml msgid "VR Controller analog trigger." -msgstr "VR控制器模拟触发器。" +msgstr "VR 控制器模拟触发器。" #: doc/classes/@GlobalScope.xml msgid "VR Controller analog grip (side buttons)." -msgstr "VR控制器的模拟握把(侧面按钮)。" +msgstr "VR 控制器的模拟握把(侧面按钮)。" #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." -msgstr "OpenVR触摸板X轴(Oculus Touch和Windows MR控制器的操纵杆轴)。" +msgstr "OpenVR 触摸板 X 轴(Oculus Touch 和 Windows MR 控制器的操纵杆轴)。" #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." -msgstr "OpenVR触摸板Y轴(Oculus Touch和Windows MR控制器的操纵杆轴)。" +msgstr "OpenVR 触摸板 Y 轴(Oculus Touch 和 Windows MR 控制器的操纵杆轴)。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4164,7 +4167,7 @@ msgstr "" "通过提示串[code]\"min,max\"[/code] 或[code]\"min,max,step\"[/code]来提示一个" "整数或浮点数属性应当落在指定范围内。提示串可以选择性地包含 " "[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的" -"值超过或低于最大最小值。例如: [code]\"-360,360,1,or_greater,or_lesser\"[/" +"值超过或低于最大最小值。例如:[code]\"-360,360,1,or_greater,or_lesser\"[/" "code]。" #: doc/classes/@GlobalScope.xml @@ -4179,7 +4182,7 @@ msgstr "" "提示一个整数或浮点数属性应当落在通过提示字符串[code]\"min,max\"[/code] 或" "[code]\"min,max,step\"[/code]来指定的范围内。提示字符串可以选择性地包含 " "[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的" -"值超过最大值或低于最小值。例如: [code]\"0.01,100,0.01,or_greater\"[/code]。" +"值超过最大值或低于最小值。例如:[code]\"0.01,100,0.01,or_greater\"[/code]。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4238,13 +4241,13 @@ msgstr "" msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." -msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D渲染层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 渲染层。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." -msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D物理层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 物理层。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4256,20 +4259,19 @@ msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." -msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的3D渲染层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 渲染层。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." -msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的3D物理层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 物理层。" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "navigation layers." -msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 导航层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 导航层。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4913,7 +4915,7 @@ msgstr "" msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." -msgstr "在对话框中注册 [LineEdit]。 当按下回车键时,对话框将被接受。" +msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。" #: doc/classes/AcceptDialog.xml msgid "" @@ -4945,13 +4947,13 @@ msgid "" "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" -"如果为 [code]true[/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal " +"如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal " "confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/" "code],然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" -"辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK时" -"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " -"[FileDialog] 中使用此属性来禁止在按OK时隐藏对话框。" +"辑会覆盖此设置。例如,[FileDialog] 默认其为 [code]false[/code],并在按下确定" +"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " +"[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." @@ -4959,15 +4961,15 @@ msgstr "对话框显示的文本。" #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." -msgstr "接受对话框时,即按下OK按钮时发出。" +msgstr "接受对话框时,即按下确定按钮时发出。" #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." -msgstr "按下自定义按钮时发出。 参阅[method add_button]。" +msgstr "按下自定义按钮时发出。见 [method add_button]。" #: doc/classes/AESContext.xml msgid "Interface to low level AES encryption features." -msgstr "低级AES加密功能接口。" +msgstr "底层 AES 加密功能接口。" #: doc/classes/AESContext.xml msgid "" @@ -5014,9 +5016,9 @@ msgstr "" "var aes = AESContext.new()\n" "\n" "func _ready():\n" -" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" -" var data = \"My secret text!!\" # Data size must be multiple of 16 " -"bytes, apply padding if needed.\n" +" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" +" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添" +"加补白。\n" " # ECB 加密\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" @@ -5028,7 +5030,7 @@ msgstr "" " # ECB 校验\n" " assert(decrypted == data.to_utf8())\n" "\n" -" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" +" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n" " # CBC 加密\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" @@ -5043,7 +5045,7 @@ msgstr "" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." -msgstr "关闭此AES上下文,以便可以再次启动它。 参阅[method start]。" +msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" #: doc/classes/AESContext.xml msgid "" @@ -5064,9 +5066,9 @@ msgid "" "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/" "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" -"以给定的[code]模式[/code]启动AES上下文。必须始终提供16或32字节的[code]key[/" -"code],而仅当[code]mode[/code]为以下两种情况时才需要正好为16字节的[code]iv[/" -"code](初始化向量) [constant MODE_CBC_ENCRYPT]或[constant " +"以给定的 [code]mode[/code] 启动 AES 上下文。必须始终提供 16 或 32 字节的 " +"[code]key[/code],而仅当 [code]mode[/code] 为以下两种情况时才需要正好为 16 字" +"节的 [code]iv[/code](初始化向量)[constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT]。" #: doc/classes/AESContext.xml @@ -5078,24 +5080,25 @@ msgid "" "some padding if needed." msgstr "" "运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [code]src[/code] 结" -"果的[PoolByteArray] 。有关操作模式,请参阅[method start]。\n" -"[b]注意:[/b][code]src[/code]的大小必须是16倍的倍数。如果需要,应用一些填充。" +"果的 [PoolByteArray] 。有关操作模式,请参阅 [method start]。\n" +"[b]注意:[/b][code]src[/code] 的大小必须是 16 倍的倍数。如果需要,应用一些填" +"充。" #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." -msgstr "AES电子密码簿加密模式。" +msgstr "AES 电子密码簿加密模式。" #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." -msgstr "AES电子密码簿解密模式。" +msgstr "AES 电子密码簿解密模式。" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." -msgstr "AES密码封锁器链式加密模式。" +msgstr "AES 密码封锁器链式加密模式。" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." -msgstr "AES密码封锁器链式解密模式。" +msgstr "AES 密码封锁器链式解密模式。" #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." @@ -5151,8 +5154,8 @@ msgid "" "[code]true[/code], the animation will be played in reverse." msgstr "" "播放由 [code]anim[/code] 指定的播放。如果没有指定 [code]anim[/code] 参数,则" -"播放当前动画。 如果 [code]backwards[/code] 为 [code]true[/code] ,则倒序播放" -"动画。" +"播放当前动画。如果 [code]backwards[/code] 为 [code]true[/code] ,则倒序播放动" +"画。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Stops the current animation (does not reset the frame counter)." @@ -5202,7 +5205,7 @@ msgstr "纹理的绘图偏移量。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "If [code]true[/code], the [member animation] is currently playing." -msgstr "如果 [code]true[/code],则表示当前正在播放 [member animation]。" +msgstr "如果为 [code]true[/code],则表示当前正在播放 [member animation]。" #: doc/classes/AnimatedSprite.xml msgid "The animation speed is multiplied by this value." @@ -5219,7 +5222,7 @@ msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changed." -msgstr "当[member frame]更改时发出。" +msgstr "当 [member frame] 更改时发出。" #: doc/classes/AnimatedSprite3D.xml msgid "" @@ -5281,17 +5284,17 @@ msgid "" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture]." msgstr "" -"[AnimatedTexture]是一种资源格式,用于基于帧的动画,其中多个纹理自动链接起来," -"每帧有预定义延迟。与[AnimationPlayer]或[AnimatedSprite]不同,它不是一个" -"[Node],其优点是可在任何可以使用[Texture]资源的地方使用,例如在[TileSet]" -"中。\n" -"动画的播放由[member fps]属性以及每一帧的可选延迟控制,参阅[method " -"set_frame_delay]。动画是循环播放的,也就是说,在播放完最后一帧后,它将自动从" -"第0帧重新开始。\n" -"[AnimatedTexture]目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁剪," -"与最小的纹理相匹配。\n" -"[b]注意:[/b]AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独" -"的[Texture]。" +"[AnimatedTexture] 是一种资源格式,用于基于帧的动画,其中多个纹理自动链接起" +"来,每帧有预定义延迟。与 [AnimationPlayer] 或 [AnimatedSprite] 不同,它不是一" +"个 [Node],其优点是可在任何可以使用 [Texture] 资源的地方使用,例如在 " +"[TileSet] 中。\n" +"动画的播放由 [member fps] 属性以及每一帧的可选延迟控制(见 [method " +"set_frame_delay])。动画是循环播放的,也就是说,在播放完最后一帧后,它将自动" +"从第 0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁" +"剪,与最小的纹理相匹配。\n" +"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。每一帧都需要是一个单" +"独的 [Texture]。" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's delay value." @@ -5299,7 +5302,7 @@ msgstr "返回给定帧的延迟值。" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture]." -msgstr "返回给定帧的[Texture]。" +msgstr "返回给定帧的 [Texture]。" #: doc/classes/AnimatedTexture.xml msgid "" @@ -5317,16 +5320,16 @@ msgid "" "Total duration: 2.7 s\n" "[/codeblock]" msgstr "" -"在此帧和下一帧之间设置额外的延迟(以秒为内),该延迟将添加到 [member fps] 定" -"义的时间间隔中。默认情况下,框架没有延迟定义。如果定义了延迟值,则此帧和下一" -"帧之间的最终时间间隔将是 [code]1.0 / fps + delay[/code] 。\n" -"例如,对于具有 3 帧、2 个 FPS 和 1.2 第二帧上的帧延迟的动画,由此产生的回放将" +"设置这一帧和下一帧之间的额外延迟(单位为秒),该延迟将添加到 [member fps] 定" +"义的时间间隔中。默认情况下所有帧都没有定义延迟。如果定义了延迟值,则这一帧和" +"下一帧之间的最终时间间隔将是 [code]1.0 / fps + delay[/code] 。\n" +"例如,假设某个动画一共 3 帧,FPS 为 2,第二帧上的延迟为 1.2,那么播放结果就会" "是:\n" "[codeblock]\n" -"Frame 0: 0.5 s (1 / fps)\n" -"Frame 1: 1.7 s (1 / fps + 1.2)\n" -"Frame 2: 0.5 s (1 / fps)\n" -"Total duration: 2.7 s\n" +"第 0 帧:0.5 秒(1 / fps)\n" +"第 1 帧:1.7 秒(1 / fps + 1.2)\n" +"第 2 帧:0.5 秒(1 / fps)\n" +"总时长:2.7 秒\n" "[/codeblock]" #: doc/classes/AnimatedTexture.xml @@ -5357,11 +5360,12 @@ msgid "" "For example, an animation with 8 frames, no frame delay and a [code]fps[/" "code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds." msgstr "" -"动画速度,以每秒帧数为单位。此值定义动画两个帧之间的默认时间间隔,并因此基于 " -"[member frames] 属性定义动画循环的总体持续时间。值为 0 表示每秒没有预定义的帧" -"数,动画将根据每个帧的帧延迟播放(请参阅 [method set_frame_delay])。\n" -"例如,具有 8 帧,无帧延迟且 [code]fps[/code] 值为 2 的动画将运行 4 秒,每帧持" -"续 0.5 秒。" +"动画速度,以每秒帧数为单位。这个值定义的是该动画中两个帧之间的默认时间间隔," +"因此可以根据 [member frames] 属性得到动画循环的总体持续时间。值为 0 表示没有" +"定义每秒帧数,该动画将根据各个帧的帧延迟进行播放(见 [method " +"set_frame_delay])。\n" +"例如,假设某个动画一共 8 帧,无帧延迟,则 [code]fps[/code] 值为 2 时动画将运" +"行 4 秒,每帧持续 0.5 秒。" #: doc/classes/AnimatedTexture.xml msgid "" @@ -5370,8 +5374,8 @@ msgid "" "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" -"动画中要使用的帧数。虽然您可以使用[method set_frame_texture]独立创建帧,但是" -"您需要为动画设置此值以考虑新帧。最大帧数为[constant MAX_FRAMES]。" +"动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但" +"是您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。" #: doc/classes/AnimatedTexture.xml msgid "" @@ -5379,8 +5383,8 @@ msgid "" "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" -"如果 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" -"一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" +"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到" +"第一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" #: doc/classes/AnimatedTexture.xml msgid "" @@ -5388,16 +5392,17 @@ msgid "" "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" -"如果[code]true[/code],则动画将暂停在当前位置(即[member current_frame])。将" -"此属性更改为 [code]false[/code] 时,动画将从暂停处继续播放。" +"如果为 [code]true[/code],则动画将暂停在当前位置(即 [member " +"current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播" +"放。" #: doc/classes/AnimatedTexture.xml msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" -"[AnimatedTexture]支持的最大帧数。如果动画中需要更多帧,请使用" -"[AnimationPlayer]或[AnimatedSprite]。" +"[AnimatedTexture] 支持的最大帧数。如果动画中需要更多帧,请使用 " +"[AnimationPlayer] 或 [AnimatedSprite]。" #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." @@ -5536,32 +5541,32 @@ msgid "" "[code]stream[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" -"将 [code]key_idx[/code] 所标识的键流设置为[code]stream[/code]值。" -"[code]track_idx[/code]必须是一个音频轨道的索引。" +"将 [code]key_idx[/code] 所标识的键流设置为 [code]stream[/code] 值。" +"[code]track_idx[/code] 必须是音频轨道的索引。" #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的输入句柄, [code]track_idx[/code] 必须" -"是贝塞尔轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的输入句柄,[code]track_idx[/code] 必须是" +"贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的输出句柄, [code]track_idx[/code] 必须" -"是贝塞尔轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的输出句柄,[code]track_idx[/code] 必须是" +"贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的值, [code]track_idx[/code] 必须是贝塞" -"尔轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的值,[code]track_idx[/code] 必须是贝塞尔" +"轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5581,7 +5586,7 @@ msgid "" "Returns the interpolated value at the given [code]time[/code] (in seconds). " "The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回给定 [code]time[/code] 处的插值(以秒为单位)。 [code]track_idx[/code] 必" +"返回给定 [code]time[/code] 处的插值(以秒为单位)。[code]track_idx[/code] 必" "须是贝塞尔轨道的索引。" #: doc/classes/Animation.xml @@ -5618,13 +5623,13 @@ msgstr "清除动画(清除所有轨道并重置所有)。" msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." -msgstr "从[code]to_animation[/code]中添加一个新的轨道,它是给定轨道的副本。" +msgstr "从 [code]to_animation[/code] 中添加一个新的轨道,它是给定轨道的副本。" #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." -msgstr "返回指定轨迹的索引。如果没有找到,返回-1。" +msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。" #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." @@ -5634,7 +5639,7 @@ msgstr "返回动画中的曲目量。" msgid "" "Returns all the key indices of a method track, given a position and delta " "time." -msgstr "返回给定位置和delta时间的方法轨迹的所有关键指数。" +msgstr "返回给定位置和 delta 时间的方法轨迹的所有关键指数。" #: doc/classes/Animation.xml msgid "Returns the method name of a method track." @@ -5783,11 +5788,11 @@ msgid "" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" -"设置轨道的路径。路径必须是指向节点场景树的有效路径,必须从将要实现动画的节点" -"的父节点开始指定。控件属性或骨骼的轨道必须在路径后面加上它们的名字,用" -"[code]\":\"[/code]分隔。\n" -"例如,[code]\"character/skeleton:ankle\"[/code] 或[code]\"character/mesh:" -"transform/local\"[/code] 。" +"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点" +"的父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 " +"[code]\":\"[/code] 分隔。\n" +"例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:" +"transform/local\"[/code]。" #: doc/classes/Animation.xml msgid "" @@ -6098,9 +6103,9 @@ msgid "" "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" -"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有" +"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有 " "[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" -"[AnimationNodeStateMachine]和[AnimationNodeBlendTree]。" +"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" #: doc/classes/AnimationNode.xml msgid "Do not use filtering." @@ -6127,8 +6132,8 @@ msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" -"添加到 [AnimationNodeBlendTree] 的资源。根据[code][0.0,1.0][/code]范围内的量" -"值加法混合两个动画。" +"添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的" +"量值加法混合两个动画。" #: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml @@ -6137,8 +6142,9 @@ msgid "" "code] when calling [method AnimationNode.blend_input], forcing the blended " "animations to update every frame." msgstr "" -"如果[code]true[/code],在调用[method AnimationNode.blend_input]时,将" -"[code]optimization[/code] to[code]false[/code],强制混合后的动画每一帧更新。" +"如果为 [code]true[/code],在调用 [method AnimationNode.blend_input] 时,将 " +"[code]optimization[/code] 设置为 [code]false[/code],强制混合后的动画每一帧更" +"新。" #: doc/classes/AnimationNodeAdd3.xml msgid "" @@ -6219,7 +6225,7 @@ msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" -"作为输出使用的动画。它是[member AnimationTree.anim_player]提供的动画之一。" +"作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." @@ -6263,8 +6269,8 @@ msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" -"在虚拟轴上放置的任意数量的[AnimationNode]的任意类型的两个[AnimationNode]之间" -"线性混合。" +"在虚拟轴上放置的任意数量的 [AnimationNode] 的任意类型的两个 [AnimationNode] " +"之间线性混合。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" @@ -6302,42 +6308,42 @@ msgstr "返回混合轴上的点的数量。" msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." -msgstr "返回索引[code]point[/code]处的点所引用的[AnimationNode]。" +msgstr "返回索引 [code]point[/code] 处的点所引用的 [AnimationNode]。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [code]point[/code]." -msgstr "返回索引[code]point[/code]处的点的位置。" +msgstr "返回索引 [code]point[/code] 处的点的位置。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [code]point[/code] from the blend axis." -msgstr "将索引[code]point[/code]处的点从混合轴上删除。" +msgstr "将索引 [code]point[/code] 处的点从混合轴上删除。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." -msgstr "改变索引[code]point[/code]处的点所引用的[AnimationNode]。" +msgstr "改变索引 [code]point[/code] 处的点所引用的 [AnimationNode]。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [code]point[/code] on the blend " "axis." -msgstr "更新混合轴上索引[code]point[/code]处的点的位置。" +msgstr "更新混合轴上索引 [code]point[/code] 处的点的位置。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置上限。请参阅 [method add_blend_point]。" +msgstr "混合空间的轴的点的位置上限。见 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置下限。请参阅 [method add_blend_point]。" +msgstr "混合空间的轴的点的位置下限。见 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." @@ -6351,7 +6357,7 @@ msgstr "混合空间虚拟轴的标签。" msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." -msgstr "在二维空间中放置的三个任意类型的[AnimationNode]之间线性融合。" +msgstr "在 2D 空间中放置的三个任意类型的 [AnimationNode] 之间线性融合。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" @@ -6402,7 +6408,7 @@ msgstr "返回混合空间中的点的数量。" msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." -msgstr "返回索引[code]point[/code]处的点所引用的[AnimationRootNode]。" +msgstr "返回索引 [code]point[/code] 处的点所引用的 [AnimationRootNode]。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." @@ -6413,16 +6419,17 @@ msgid "" "Returns the position of the point at index [code]point[/code] in the " "triangle of index [code]triangle[/code]." msgstr "" -"返回索引[code]point[/code]处的点在索引[code]triangle[/code]的三角形中的位置。" +"返回索引 [code]point[/code] 处的点在索引 [code]triangle[/code] 的三角形中的位" +"置。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [code]point[/code] from the blend space." -msgstr "从混合空间中删除索引[code]point[/code]处的点。" +msgstr "从混合空间中删除索引 [code]point[/code] 处的点。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." -msgstr "从混合空间中删除索引[code]triangle[/code]处的三角形。" +msgstr "从混合空间中删除索引 [code]triangle[/code] 处的三角形。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" @@ -6430,7 +6437,7 @@ msgid "" "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" -"如果 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method " +"如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method " "add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更" "新。" @@ -6438,21 +6445,19 @@ msgstr "" msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." -msgstr "控制动画之间的插值。参阅 [enum BlendMode] 常量。" +msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." -msgstr "" -"混合空间的 X 轴和 Y 轴的点的位置上限。请参阅 [method add_blend_point]。" +msgstr "混合空间的 X 轴和 Y 轴的点的位置上限。见 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." -msgstr "" -"混合空间的 X 轴和 Y 轴的点的位置下限。请参阅 [method add_blend_point]。" +msgstr "混合空间的 X 轴和 Y 轴的点的位置下限。见 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." @@ -6460,11 +6465,11 @@ msgstr "移动点时要对齐的位置增量。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." -msgstr "混合空间X轴的名称。" +msgstr "混合空间 X 轴的名称。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." -msgstr "混合空间Y轴的名称。" +msgstr "混合空间 Y 轴的名称。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" @@ -6487,7 +6492,7 @@ msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" -"类似于[constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" +"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" "画。" #: doc/classes/AnimationNodeBlendTree.xml @@ -6611,8 +6616,8 @@ msgid "" "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" -"如果[member autorestart]为 [code]true[/code],则介于0和此值之间的随机附加延迟" -"(以秒为单位)将添加到[member autorestart_delay]。" +"如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延" +"迟(以秒为单位)将添加到 [member autorestart_delay]。" #: doc/classes/AnimationNodeOutput.xml msgid "Generic output node to be added to [AnimationNodeBlendTree]." @@ -6636,8 +6641,8 @@ msgid "" "[/codeblock]" msgstr "" "包含代表动画状态的多个节点,以图的形式连接。节点转换可以配置为自动发生或通过" -"代码,使用最短路径算法。从[AnimationTree]节点中检索" -"[AnimationNodeStateMachinePlayback]对象,对其进行编程控制。\n" +"代码,使用最短路径算法。从 [AnimationTree] 节点中检索 " +"[AnimationNodeStateMachinePlayback] 对象,对其进行编程控制。\n" "[b]示例:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" @@ -6648,7 +6653,7 @@ msgstr "" msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." -msgstr "向图中添加一个新节点。 [code]position[/code]用于在编辑器中显示。" +msgstr "向图中添加一个新节点。[code]position[/code] 用于在编辑器中显示。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given nodes." @@ -6737,7 +6742,7 @@ msgstr "将给定的节点设置为图形的起始点。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Playback control for [AnimationNodeStateMachine]." -msgstr "[AnimationNodeStateMachine]的播放控件。" +msgstr "[AnimationNodeStateMachine] 的播放控件。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" @@ -6750,8 +6755,8 @@ msgid "" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" -"允许控制用[AnimationNodeStateMachine]创建的[AnimationTree]状态机。用" -"[code]$AnimationTree.get(\"parameters/playback\")[/code]检索。\n" +"允许控制用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。用 " +"[code]$AnimationTree.get(\"parameters/playback\")[/code] 获取。\n" "[b]示例:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" @@ -6769,7 +6774,7 @@ msgstr "返回当前动画状态内的播放位置。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." -msgstr "返回A*算法内部计算的当前行进路径。" +msgstr "返回 A* 算法内部计算的当前行进路径。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." @@ -6825,8 +6830,8 @@ msgid "" "Don't use this transition during [method AnimationNodeStateMachinePlayback." "travel] or [member auto_advance]." msgstr "" -"不要在[method AnimationNodeStateMachinePlayback.travel]或[member " -"auto_advance]期间使用这个过渡。" +"不要在 [method AnimationNodeStateMachinePlayback.travel] 或 [member " +"auto_advance] 期间使用这个过渡。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" @@ -6834,8 +6839,8 @@ msgid "" "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" -"当通过[method AnimationNodeStateMachinePlayback.travel]或[member " -"auto_advance]在树中旅行时,优先级较低的转场。" +"当通过 [method AnimationNodeStateMachinePlayback.travel] 或 [member " +"auto_advance] 在树中旅行时,优先级较低的转场。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." @@ -6847,7 +6852,7 @@ msgstr "这个状态和下一个状态之间的交叉渐变时间。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." -msgstr "变更[member advance_condition]时发出。" +msgstr "变更 [member advance_condition] 时发出。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" @@ -6869,17 +6874,17 @@ msgstr "等待当前状态播放结束,然后切换到下一个状态动画的 #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." -msgstr "与[AnimationTree]一起使用的时间缩放动画节点。" +msgstr "与 [AnimationTree] 一起使用的时间缩放动画节点。" #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." -msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为0将暂停动画。" +msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为 0 将暂停动画。" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." -msgstr "与[AnimationTree]配合使用的寻时动画节点。" +msgstr "与 [AnimationTree] 配合使用的寻时动画节点。" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" @@ -6919,7 +6924,7 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A generic animation transition node for [AnimationTree]." -msgstr "[AnimationTree]的通用动画过渡节点。" +msgstr "[AnimationTree] 的通用动画过渡节点。" #: doc/classes/AnimationNodeTransition.xml msgid "" @@ -7115,7 +7120,7 @@ msgstr "移除键名为 [code]name[/code] 的动画。" msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." -msgstr "将键值为[code]name[/code]的现有动画重命名为[code]newname[/code]。" +msgstr "将键名为 [code]name[/code] 的现有动画重命名为 [code]newname[/code]。" #: doc/classes/AnimationPlayer.xml msgid "" @@ -7183,8 +7188,8 @@ msgstr "" "当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这" "个值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n" "[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场" -"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。有关详细信息," -"请参阅动画 [Animation]。" +"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 " +"[Animation]。" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently being played animation." @@ -7202,7 +7207,7 @@ msgstr "方法调用轨道所使用的调用模式。" msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." -msgstr "如果[code]true[/code],根据流程相关通知更新动画。" +msgstr "如果为 [code]true[/code],根据流程相关通知更新动画。" #: doc/classes/AnimationPlayer.xml msgid "" @@ -7421,7 +7426,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." -msgstr "添加[code]type[/code]节点到图示中,名称为[code]id[/code]。" +msgstr "添加 [code]type[/code] 节点到图示中,名称为 [code]id[/code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7429,35 +7434,35 @@ msgid "" "seconds to shift. Events between the current frame and [code]delta[/code] " "are handled." msgstr "" -"移动动画时间轴上的位置。[code]delta[/code]是移动的时间,单位是秒。当前帧和" -"[code]delta[/code]之间的事件被处理。" +"移动动画时间轴上的位置。[code]delta[/code] 是移动的时间,单位是秒。当前帧和 " +"[code]delta[/code] 之间的事件被处理。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" -"返回与[AnimationTreePlayer]的动画节点绑定的[Animation],名称为[code]id[/" +"返回与 [AnimationTreePlayer] 的动画节点绑定的 [Animation],名称为 [code]id[/" "code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." -msgstr "返回与此动画节点绑定的[member master_player]的[Animation]名称。" +msgstr "返回与此动画节点绑定的 [member master_player] 的 [Animation] 名称。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." -msgstr "返回名称为[code]id[/code]的动画节点的绝对播放时间戳。" +msgstr "返回名称为 [code]id[/code] 的动画节点的绝对播放时间戳。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Binds a new [Animation] from the [member master_player] to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" -"将名称为[code]id[/code]的新[Animation]从[member master_player]绑定到" +"将名称为 [code]id[/code] 的新[Animation]从[member master_player]绑定到" "[AnimationTreePlayer]的动画节点。" #: doc/classes/AnimationTreePlayer.xml @@ -7466,8 +7471,8 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" -"如果[code]enable[/code]为 [code]true[/code],则ID为[code]id[/code]的动画节点" -"将关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。" +"如果[code]enable[/code]为 [code]true[/code],则ID为 [code]id[/code] 的动画节" +"点将关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7496,7 +7501,7 @@ msgid "" "influence of B gets raised. At 1, output is input B." msgstr "" "设置Blend2节点的混合量,给定其名称和值。\n" -"一个Blend2节点混合两个动画(A和B),混合量在0到1之间。\n" +"一个Blend2节点混合两个动画(A和B),混合量在0 到 1之间。\n" "在0的时候,输出是输入A。接近1的时候,A的影响变小,B的影响变大。在1时,输出是" "输入B。" @@ -7506,8 +7511,8 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" -"如果[code]enable[/code]是[code]true[/code],名称为[code]id[/code]的Blend2节点" -"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续处理动画。" +"如果[code]enable[/code]是[code]true[/code],名称为 [code]id[/code] 的Blend2节" +"点会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续处理动画。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the blend amount of a Blend3 node given its name." @@ -7526,8 +7531,8 @@ msgstr "" "设置一个Blend3节点的混合值,传入节点名和混合值。\n" "Blend3节点使用-1~1之间的一个值来混合3个动画 (A, B-, B+).\n" "值为-1时,输出动画为B-;值从-1到0时,B-的影响减弱,A的影响变强,B+的影响为0;" -"值为0时,输出为动画A;值从0到1时,A的影响减弱,B+的影响变强,B-的影响为0;值" -"为1时,输出为动画B+。" +"值为0时,输出为动画A;值从0 到 1时,A的影响减弱,B+的影响变强,B-的影响为0;" +"值为1时,输出为动画B+。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the blend amount of a Blend4 node given its name." @@ -7547,16 +7552,16 @@ msgstr "" msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." -msgstr "将节点[code]id[/code]连接到指定输入插槽的[code]dst_id[/code]。" +msgstr "将节点 [code]id[/code] 连接到指定输入插槽的 [code]dst_id[/code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." -msgstr "断开在指定输入插槽连接到[code]id[/code]的节点。" +msgstr "断开在指定输入插槽连接到 [code]id[/code] 的节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns a [PoolStringArray] containing the name of all nodes." -msgstr "返回包含所有节点名称的[PoolStringArray]。" +msgstr "返回包含所有节点名称的 [PoolStringArray]。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the mix amount of a Mix node given its name." @@ -7590,7 +7595,7 @@ msgstr "返回给定其名称节点在图示中的位置。" #: doc/classes/AnimationTreePlayer.xml msgid "Gets the node type, will return from [enum NodeType] enum." -msgstr "获取节点类型,将从[enum NodeType]枚举中返回。" +msgstr "获取节点类型,将从 [enum NodeType] 枚举中返回。" #: doc/classes/AnimationTreePlayer.xml msgid "Renames a node in the graph." @@ -7602,19 +7607,19 @@ msgstr "设置节点在图示中的位置,给定其名称和位置。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the autostart delay of a OneShot node given its name." -msgstr "返回给定名称的OneShot节点的自动启动延迟。" +msgstr "返回给定名称的 OneShot 节点的自动启动延迟。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the autostart random delay of a OneShot node given its name." -msgstr "返回给定名称的OneShot节点的自动启动随机延迟。" +msgstr "返回给定名称的 OneShot 节点的自动启动随机延迟。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the fade in time of a OneShot node given its name." -msgstr "返回给定名称的OneShot节点的淡入时间。" +msgstr "返回给定名称的 OneShot 节点的淡入时间。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the fade out time of a OneShot node given its name." -msgstr "返回给定其名称的OneShot节点的淡出时间。" +msgstr "返回给定其名称的 OneShot 节点的淡出时间。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node will auto restart given its name." @@ -7622,34 +7627,34 @@ msgstr "返回OneShot节点是否会根据其名称自动重新启动。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node is active given its name." -msgstr "返回指定名称的OneShot节点是否处于活动状态。" +msgstr "返回指定名称的 OneShot 节点是否处于活动状态。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart property of a OneShot node given its name and value." -msgstr "设置OneShot节点的自动启动属性,给定其名称和值。" +msgstr "设置 OneShot 节点的自动启动属性,给定其名称和值。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." -msgstr "设置OneShot节点的自动启动延迟,给定其名称和值,单位秒。" +msgstr "设置 OneShot 节点的自动启动延迟,给定其名称和值,单位秒。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." -msgstr "设置OneShot节点的自动重启随机延迟,给定其名称和数值,单位秒。" +msgstr "设置 OneShot 节点的自动重启随机延迟,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." -msgstr "设置OneShot节点的淡入时间,给定其名称和数值,单位秒。" +msgstr "设置 OneShot 节点的淡入时间,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." -msgstr "设置OneShot节点的淡出时间,给定其名称和数值,单位秒。" +msgstr "设置 OneShot 节点的淡出时间,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7657,16 +7662,17 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" -"如果[code]enable[/code]是[code]true[/code],ID为[code]id[/code]的OneShot节点" -"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续进行动画。" +"如果[code]enable[/code]是[code]true[/code],ID为 [code]id[/code] 的 OneShot " +"节点会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续进行动" +"画。" #: doc/classes/AnimationTreePlayer.xml msgid "Starts a OneShot node given its name." -msgstr "启动指定名称的OneShot节点。" +msgstr "启动指定名称的 OneShot 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Stops the OneShot node with name [code]id[/code]." -msgstr "停止名称为[code]id[/code]的OneShot节点。" +msgstr "停止名称为 [code]id[/code] 的 OneShot 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7679,7 +7685,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Removes the animation node with name [code]id[/code]." -msgstr "移除名称为[code]id[/code]的动画节点。" +msgstr "移除名称为 [code]id[/code] 的动画节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Resets this [AnimationTreePlayer]." @@ -7688,7 +7694,7 @@ msgstr "重置此 [AnimationTreePlayer]。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." -msgstr "返回名称为[code]id[/code]的TimeScale节点的时间缩放值。" +msgstr "返回名称为 [code]id[/code] 的TimeScale节点的时间缩放值。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7699,7 +7705,7 @@ msgid "" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" -"设置名称为[code]id[/code]的TimeScale节点的时间缩放为[code]scale[/code]。\n" +"设置名称为 [code]id[/code] 的TimeScale节点的时间缩放为[code]scale[/code]。\n" "时间缩放节点用来加快[Animation]的速度,如果缩放高于1,就会减慢它们。\n" "如果在混合后应用,会影响到该混合的所有输入动画。" @@ -7710,34 +7716,35 @@ msgid "" "This functions as a seek in the [Animation] or the blend or mix of " "[Animation]s input in it." msgstr "" -"设置名称为[code]id[/code]的TimeSeek节点的时间查寻值为[code]seconds[/code]。\n" +"设置名称为 [code]id[/code] 的TimeSeek节点的时间查寻值为[code]seconds[/" +"code]。\n" "这在[Animation]或输入的[Animation]的混合中起到查寻的作用。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." -msgstr "删除名称为[code]id[/code]的过渡节点的[code]input_idx[/code]的输入。" +msgstr "删除名称为 [code]id[/code] 的过渡节点的[code]input_idx[/code]的输入。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." -msgstr "返回名称为[code]id[/code]的过渡节点的当前评估输入的索引。" +msgstr "返回名称为 [code]id[/code] 的过渡节点的当前评估输入的索引。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the number of inputs for the transition node with name [code]id[/" "code]. You can add inputs by right-clicking on the transition node." msgstr "" -"返回名称为[code]id[/code]的过渡节点的输入数。你可以通过右键点击过渡节点来增加" -"输入。" +"返回名称为 [code]id[/code] 的过渡节点的输入数。你可以通过右键点击过渡节点来增" +"加输入。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." -msgstr "返回名称为[code]id[/code]的过渡节点的交叉淡化时间。" +msgstr "返回名称为 [code]id[/code] 的过渡节点的交叉淡化时间。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7745,8 +7752,8 @@ msgid "" "transition node with name [code]id[/code] is set to automatically advance to " "the next input upon completion." msgstr "" -"如果过渡节点上名称为[code]id[/code]的[code]input_idx[/code]的输入被设置为在完" -"成后自动前进到下一个输入,则返回 [code]true[/code]。" +"如果过渡节点上名称为 [code]id[/code] 的[code]input_idx[/code]的输入被设置为在" +"完成后自动前进到下一个输入,则返回 [code]true[/code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7760,26 +7767,27 @@ msgid "" "The transition node with name [code]id[/code] advances to its next input " "automatically when the input at [code]input_idx[/code] completes." msgstr "" -"当[code]input_idx[/code]处的输入完成后,名称为[code]id[/code]的过渡节点自动进" -"行到下一个输入。" +"当[code]input_idx[/code]处的输入完成后,名称为 [code]id[/code] 的过渡节点自动" +"进行到下一个输入。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." -msgstr "调整名称为[code]id[/code]的过渡节点的可用输入数。" +msgstr "调整名称为 [code]id[/code] 的过渡节点的可用输入数。" #: doc/classes/AnimationTreePlayer.xml msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" -"名称为[code]id[/code]的过渡节点将其交叉淡化时间设置为[code]time_sec[/code]。" +"名称为 [code]id[/code] 的过渡节点将其交叉淡化时间设置为[code]time_sec[/" +"code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." -msgstr "如果[code]true[/code],[AnimationTreePlayer]就能够播放动画。" +msgstr "如果为 [code]true[/code],[AnimationTreePlayer]就能够播放动画。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7810,11 +7818,11 @@ msgstr "输出节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Animation node." -msgstr "Animation节点。" +msgstr "Animation 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "OneShot node." -msgstr "OneShot节点。" +msgstr "OneShot 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Mix node." @@ -7822,31 +7830,31 @@ msgstr "Mix 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend2 node." -msgstr "Blend2节点。" +msgstr "Blend2 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend3 node." -msgstr "Blend3节点。" +msgstr "Blend3 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend4 node." -msgstr "Blend4节点。" +msgstr "Blend4 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "TimeScale node." -msgstr "TimeScale节点。" +msgstr "TimeScale 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "TimeSeek node." -msgstr "TimeSeek节点。" +msgstr "TimeSeek 节点。" #: doc/classes/AnimationTreePlayer.xml msgid "Transition node." -msgstr "Transition节点。" +msgstr "Transition 节点。" #: doc/classes/Area.xml msgid "3D area for detection and physics and audio influence." -msgstr "用于检测和物理及音频影响的3D区域。" +msgstr "用于检测和物理及音频影响的 3D 区域。" #: doc/classes/Area.xml msgid "" @@ -7854,8 +7862,8 @@ msgid "" "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" -"检测[CollisionObject]节点重叠、进入或退出的3D区域。还可以改变或覆盖局部物理参" -"数(重力、阻尼),并将音频路由到自定义音频总线。" +"检测 [CollisionObject] 节点重叠、进入或退出的 3D 区域。还可以改变或覆盖局部物" +"理参数(重力、阻尼),并将音频路由到自定义音频总线。" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml @@ -7899,7 +7907,7 @@ msgid "" "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"如果 [code]true[/code],则给定区域与该区域重叠.\n" +"如果为 [code]true[/code],则给定区域与该区域重叠.\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" "帧和物理步骤之前更新一次。可以考虑用信号代替。" @@ -7916,8 +7924,8 @@ msgstr "" "如果为 [code]true[/code],则给定的物理体与该区域重叠.\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在" "每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" -"[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps" -"本身不是物理体,但它们用碰撞形状注册它们的瓦片(tiles)作为一个虚拟物理体)。" +"[code]body[/code] 参数可以是 [PhysicsBody] 或 [GridMap] 实例(虽然 GridMap 本" +"身不是物理体,但它们用碰撞形状注册它们的图块作为一个虚拟物理体)。" #: doc/classes/Area.xml msgid "" @@ -7959,7 +7967,7 @@ msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." msgstr "" -"如果 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设" +"如果为 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设" "置)。参阅 [member space_override]。" #: doc/classes/Area.xml doc/classes/Area2D.xml @@ -8023,7 +8031,7 @@ msgstr "" msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." -msgstr "该区域内重力和阻尼计算的覆盖模式。可能的值见[enum SpaceOverride]。" +msgstr "该区域内重力和阻尼计算的覆盖模式。可能的取值见 [enum SpaceOverride]。" #: doc/classes/Area.xml msgid "" @@ -8079,11 +8087,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" -"当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]" -"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" -"[GridMap]。\n" -"[code]body[/code], 如果它存在于场景树中, 是另一个[PhysicsBody]或[GridMap]节点" -"[Node]。" +"当 [PhysicsBody] 或 [GridMap] 进入这个区域时发出的。需要将 [member " +"monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] 有碰撞形状 [Shape]," +"就会检测到 [GridMap]。\n" +"[code]body[/code], 如果它存在于场景树中, 是另一个 [PhysicsBody] 或 [GridMap] " +"节点 [Node]。" #: doc/classes/Area.xml msgid "" @@ -8093,11 +8101,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" -"当[PhysicsBody]或[GridMap]离开这个Area时发出的。需要将监控[member monitoring]" -"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" -"[GridMap]。\n" -"[code]body[/code], 如果它存在于场景树中, 是其他[PhysicsBody]或[GridMap]的" -"[Node]。" +"当 [PhysicsBody] 或 [GridMap] 离开这个 Area 时发出的。需要将 [member " +"monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] 有碰撞形状 [Shape]," +"就会检测到 [GridMap]。\n" +"[code]body[/code], 如果它存在于场景树中, 是其他 [PhysicsBody] 或 [GridMap] " +"的 [Node]。" #: doc/classes/Area.xml msgid "" @@ -8115,18 +8123,19 @@ msgid "" "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody]或[GridMap]的一个[Shape]进入这个区域的一个[Shape]时触发。需要" -"将[member monitoring]设置为 [code]true[/code]。如果[MeshLibrary]有碰撞" -"[Shape],就会检测到[GridMap]。\n" -"[code]body_rid[/code] [PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" -"[CollisionObject]的[RID]。\n" -"[code]body[/code] [PhysicsBody]或[GridMap]的[Node],如果它存在于树中的话。\n" -"[code]body_shape_index[/code] [PhysicsServer]使用的[PhysicsBody]或[GridMap]的" -"[Shape]的索引。用[code]body.shape_owner_get_owner(body_shape_index)[/code]获" -"取[CollisionShape]节点。\n" -"[code]local_shape_index[/code]这个区域的[Shape]的索引,由[PhysicsServer]使" -"用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得" -"[CollisionShape]节点。" +"当 [PhysicsBody] 或 [GridMap] 的一个 [Shape] 进入这个区域的一个 [Shape] 时触" +"发。需要将 [member monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] " +"有碰撞 [Shape],就会检测到 [GridMap]。\n" +"[code]body_rid[/code] [PhysicsServer] 使用的 [PhysicsBody] 或 [MeshLibrary] " +"的 [CollisionObject] 的 [RID]。\n" +"[code]body[/code] [PhysicsBody] 或 [GridMap] 的 [Node],如果它存在于树中的" +"话。\n" +"[code]body_shape_index[/code] [PhysicsServer] 使用的 [PhysicsBody] 或 " +"[GridMap] 的 [Shape]的索引。用 [code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape] 节点。\n" +"[code]local_shape_index[/code] 这个区域的 [Shape] 的索引,由 [PhysicsServer] " +"使用。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获得 " +"[CollisionShape] 节点。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "This area does not affect gravity/damping." @@ -8172,8 +8181,8 @@ msgid "" "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to a custom audio bus." msgstr "" -"检测[CollisionObject2D]节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物理" -"参数(重力、阻尼),并将音频路由到一个自定义的音频总线。" +"检测 [CollisionObject2D] 节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物" +"理参数(重力、阻尼),并将音频路由到一个自定义的音频总线。" #: doc/classes/Area2D.xml msgid "Using Area2D" @@ -8227,7 +8236,7 @@ msgid "" "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" -"如果 [code]true[/code],则给定区域与该区域重叠。\n" +"如果为 [code]true[/code],则给定区域与该区域重叠。\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" "帧和物理步骤之前更新一次。可以考虑用信号代替。" @@ -8241,11 +8250,11 @@ msgid "" "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" -"如果[code]true[/code],给定的物理体就与Area2D发生重叠。\n" +"如果为 [code]true[/code],给定的物理体就与 Area2D 发生重叠。\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" "帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" -"[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -"TileMaps本身不是物理体,但它们用碰撞形状注册它们的瓦片作为一个虚拟物理体)。" +"[code]body[/code] 参数可以是 [PhysicsBody2D] 或 [TileMap] 实例(虽然 TileMap " +"本身不是物理体,但它们用碰撞形状注册它们的图块作为一个虚拟物理体)。" #: doc/classes/Area2D.xml msgid "" @@ -8284,9 +8293,9 @@ msgid "" "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为 " +"当另一个 Area2D 进入这个 Area2D 时发出的。需要将 [member monitoring] 设置为 " "[code]true[/code]。\n" -"[code]area[/code]参数是其他Area2D。" +"[code]area[/code] 参数是对方 Area2D。" #: doc/classes/Area2D.xml msgid "" @@ -8294,9 +8303,9 @@ msgid "" "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为 " +"当另一个 Area2D 离开这个 Area2D 时发出的。要求 [member monitoring] 被设置为 " "[code]true[/code]。\n" -"[code]area[/code]参数是其他Area2D。" +"[code]area[/code] 参数是对方 Area2D。" #: doc/classes/Area2D.xml msgid "" @@ -8312,17 +8321,18 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当另一个Area2D的[Shape2D]进入此Area2D的[Shape2D]时触发。需要将 [member " -"monitoring] 设置为 [code]true[/code]。\n" -"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" -"[CollisionObject2D]的[RID]。\n" -"[code]area[/code] 其他Area2D。\n" -"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索" -"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获得" -"[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]" -"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取" -"[CollisionShape2D]节点。" +"当另一个 Area2D 的 [Shape2D] 进入这个 Area2D 的某个 [Shape2D] 时触发。要求 " +"[member monitoring] 设置为 [code]true[/code]。\n" +"[code]area_rid[/code] 由 [Physics2DServer] 使用的对方 Area2D 的 " +"[CollisionObject2D] 的 [RID]。\n" +"[code]area[/code] 对方 Area2D。\n" +"[code]area_shape_index[/code] [Physics2DServer] 使用的对方 Area2D 的 " +"[Shape2D] 的索引。用 [code]area.shape_owner_get_owner(area_shape_index)[/" +"code] 获得 [CollisionShape2D] 节点。\n" +"[code]local_shape_index[/code] 此 Area2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用 [code]self." +"shape_owner_get_owner(local_shape_index)[/code] 获取 [CollisionShape2D] 节" +"点。" #: doc/classes/Area2D.xml msgid "" @@ -8338,17 +8348,18 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当另一个Area2D的[Shape2D]退出这个Area2D的[Shape2D]之一时触发。要求[member " -"monitoring] 被设置为 [code]true[/code]。\n" -"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" -"[CollisionObject2D]的[RID]。\n" -"[code]area[/code] 其他Area2D。\n" -"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索" -"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获取" -"[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]这个Area2D的[Shape2D]的索引,由" -"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)" -"[/code]获得[CollisionShape2D]节点。" +"当另一个 Area2D 的 [Shape2D] 退出这个 Area2D 的某个 [Shape2D] 时触发。要求 " +"[member monitoring] 设置为 [code]true[/code]。\n" +"[code]area_rid[/code] 由 [Physics2DServer] 使用的对方 Area2D 的 " +"[CollisionObject2D] 的 [RID]。\n" +"[code]area[/code] 对方 Area2D。\n" +"[code]area_shape_index[/code] [Physics2DServer] 使用的对方 Area2D 的 " +"[Shape2D] 的索引。用 [code]area.shape_owner_get_owner(area_shape_index)[/" +"code] 获取 [CollisionShape2D] 节点。\n" +"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用 [code]self." +"shape_owner_get_owner(local_shape_index)[/code] 获得 [CollisionShape2D] 节" +"点。" #: doc/classes/Area2D.xml msgid "" @@ -8358,11 +8369,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" -"当一个[PhysicsBody2D]或[TileMap]进入这个Area2D时发出的。需要将监控[member " -"monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测" -"到[TileMap]。\n" -"[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" -"中。" +"当一个 [PhysicsBody2D] 或 [TileMap] 进入这个 Area2D 时发出的。需要将 [member " +"monitoring] 设置为 [code]true[/code]。如果 [TileSet] 有碰撞形状 [Shape2D],则" +"检测到 [TileMap]。\n" +"[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存" +"在于树中。" #: doc/classes/Area2D.xml msgid "" @@ -8396,19 +8407,20 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时触" -"发。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有" -"Collision[Shape2D],就会检测到[TileMap]。\n" -"[code]body_rid[/code] [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" -"[CollisionObject2D]的[RID]。\n" -"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的" +"当 [PhysicsBody2D] 或 [TileMap] 的 [Shape2D] 之一进入此 Area2D 的 [Shape2D] " +"之一时触发。需要将 [member monitoring] 设置为 [code]true[/code]。如果 " +"[TileSet] 有 Collision [Shape2D],就会检测到 [TileMap]。\n" +"[code]body_rid[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 [TileSet] " +"的 [CollisionObject2D] 的 [RID]。\n" +"[code]body[/code] [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它在树上存在的" "话。\n" -"[code]body_shape_index[/code] [Physics2DServer]使用的[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。用[code]body." -"shape_owner_get_owner(body_shape_index)[/code]获得[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]" -"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得" -"[CollisionShape2D]节点。" +"[code]body_shape_index[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 " +"[TileMap] 的 [Shape2D] 的索引。用[code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获得 [CollisionShape2D] 节" +"点。\n" +"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用[code]self.shape_owner_get_owner(local_shape_index)" +"[/code]获得[CollisionShape2D]节点。" #: doc/classes/Area2D.xml msgid "" @@ -8428,19 +8440,20 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]退出这个Area2D的一个[Shape2D]时发" -"出的。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞" -"[Shape2D],就会检测到[TileMap]。\n" -"[code]body_rid[/code] 是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" -"[CollisionObject2D]的[RID]。\n" -"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的" +"当 [PhysicsBody2D] 或 [TileMap] 的一个 [Shape2D] 退出这个 Area2D 的一个 " +"[Shape2D] 时发出的。需要将 [member monitoring] 设置为 [code]true[/code]。如果" +"[TileSet] 有碰撞 [Shape2D],就会检测到 [TileMap]。\n" +"[code]body_rid[/code] 是[Physics2DServer] 使用的 [PhysicsBody2D] 或 " +"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" +"[code]body[/code] [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它在树上存在的" "话。\n" -"[code]body_shape_index[/code] [Physics2DServer]使用的[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。用[code]body." -"shape_owner_get_owner(body_shape_index)[/code]获取[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]" -"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取" -"[CollisionShape2D]节点。" +"[code]body_shape_index[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 " +"[TileMap] 的 [Shape2D]的索引。用[code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape2D] 节" +"点。\n" +"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用 [code]self." +"shape_owner_get_owner(local_shape_index)[/code]获取[CollisionShape2D]节点。" #: doc/classes/Array.xml msgid "A generic array datatype." @@ -8659,7 +8672,7 @@ msgstr "" msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." -msgstr "清空数组。与调用 [method resize] 时指定大小为 [code]0[/code] 等价。" +msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -8781,7 +8794,7 @@ msgstr "" "[\"inside\", 7].has(7) # True\n" "[\"inside\", 7].has(\"7\") # False\n" "[/codeblock]\n" -"[b]注意:[/b]这等同于使用 [code]in[/code] 操作符,如下所示。\n" +"[b]注意:[/b]相当于使用 [code]in[/code] 操作符,如下所示。\n" "[codeblock]\n" "# 将评估为 `true`。\n" "if 2 in [2, 4, 6, 8]:\n" @@ -8854,13 +8867,13 @@ msgid "" "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" -"移除并返回索引[code]position[/code]处的数组元素。如果是负数,[code]position[/" -"code]被认为是相对于数组的末端。如果数组是空的或者被越界访问,则保留数组不动," -"并返回 [code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组" -"为空时,则不会。\n" -"[b]注意:[/b]在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索" -"引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method " -"pop_at]的速度就越慢。" +"移除并返回索引 [code]position[/code] 处的数组元素。如果是负数,会认为 " +"[code]position[/code] 是相对于数组的末端。如果数组是空的或者被越界访问,则保" +"留数组不动,并返回 [code]null[/code]。当数组被越界访问时,会打印出一条错误信" +"息,但当数组为空时,则不会。\n" +"[b]注意:[/b]在大的数组上,这个方法可能比 [method pop_back] 慢,因为它将重新" +"索引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method " +"pop_at] 的速度就越慢。" #: doc/classes/Array.xml msgid "" @@ -9146,25 +9159,25 @@ msgstr "返回此索引处的混合形状的名称。" msgid "" "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for " "lightmapping." -msgstr "将在[ArrayMesh]上执行UV展开,以准备用于光照贴图的网格。" +msgstr "将在 [ArrayMesh] 上执行 UV 展开,以准备用于光照贴图的网格。" #: doc/classes/ArrayMesh.xml msgid "Will regenerate normal maps for the [ArrayMesh]." -msgstr "将为[ArrayMesh]重新生成法线图。" +msgstr "将为 [ArrayMesh] 重新生成法线图。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" -"返回此[ArrayMesh]中带有此名称的第一个曲面的索引。如果没有找到,则返回-1。" +"返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" -"返回请求的曲面的索引数组的长度,以指数为单位(请参阅 [method " +"返回请求的曲面的索引数组的长度,以指数为单位(见 [method " "add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml @@ -9172,14 +9185,13 @@ msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" -"返回所请求曲面中顶点数组的顶点长度(请参阅[method " -"add_surface_from_arrays])。" +"返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." -msgstr "返回所请求表面的格式掩码(请参阅[method add_surface_from_arrays])。" +msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml msgid "Gets the name assigned to this surface." @@ -9189,15 +9201,15 @@ msgstr "获取分配给此表面的名称。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." -msgstr "返回所请求曲面的图元类型(请参阅 [method add_surface_from_arrays])。" +msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" -"移除位置[code]surf_idx[/code]的一个面,将较大的面向下移动一个[code]surf_idx[/" -"code]槽。" +"移除位置 [code]surf_idx[/code] 的一个面,将较大的面向下移动一个 " +"[code]surf_idx[/code] 槽。" #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." @@ -9223,7 +9235,7 @@ msgid "" "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" -"用用户定义的用于使用视锥剔除的一种替代[AABB]。在使用着色器偏移顶点时,避免非" +"用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非" "预期的剔除特别有用。" #: doc/classes/ArrayMesh.xml @@ -9236,7 +9248,7 @@ msgstr "每个顶点的权重/骨指数量(始终为 4)。" #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." -msgstr "[PoolVector3Array], [PoolVector2Array], 或[Array]的顶点位置。" +msgstr "[PoolVector3Array]、[PoolVector2Array] 或 [Array] 的顶点位置。" #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array] of vertex normals." @@ -9248,8 +9260,8 @@ msgid "" "first 3 floats determine the tangent, and the last the binormal direction as " "-1 or 1." msgstr "" -"顶点切线的[PoolRealArray]。每个元素以4个浮点数为一组,前3个浮点数决定切线,最" -"后一个是-1或1的双法线方向。" +"顶点切线的 [PoolRealArray]。每个元素以 4 个浮点数为一组,前 3 个浮点数决定切" +"线,最后一个是 -1 或 1 的双法线方向。" #: doc/classes/ArrayMesh.xml msgid "[PoolColorArray] of vertex colors." @@ -9257,21 +9269,22 @@ msgstr "[PoolColorArray] 顶点颜色。" #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for UV coordinates." -msgstr "[PoolVector2Array] 用于UV坐标。" +msgstr "[PoolVector2Array] 用于 UV 坐标。" #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for second UV coordinates." -msgstr "[PoolVector2Array]用于第二UV坐标。" +msgstr "[PoolVector2Array] 用于第二 UV 坐标。" #: doc/classes/ArrayMesh.xml msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." -msgstr "[PoolRealArray]或[PoolIntArray]的骨骼索引。每个元素以4个浮点数为一组。" +msgstr "" +"[PoolRealArray] 或 [PoolIntArray] 的骨骼索引。每个元素以 4 个浮点数为一组。" #: doc/classes/ArrayMesh.xml msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." -msgstr "骨骼权重的[PoolRealArray]。每个元素以4个浮点数为一组。" +msgstr "骨骼权重的 [PoolRealArray]。每个元素以 4 个浮点数为一组。" #: doc/classes/ArrayMesh.xml msgid "" @@ -9295,7 +9308,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." -msgstr "表示[enum ArrayType]枚举的大小。" +msgstr "表示 [enum ArrayType] 枚举的大小。" #: doc/classes/ArrayMesh.xml msgid "Array format will include vertices (mandatory)." @@ -9315,7 +9328,7 @@ msgstr "数组格式将包括一个颜色数组。" #: doc/classes/ArrayMesh.xml msgid "Array format will include UVs." -msgstr "数组格式将包括UV。" +msgstr "数组格式将包括 UV。" #: doc/classes/ArrayMesh.xml msgid "Array format will include another set of UVs." @@ -9335,7 +9348,7 @@ msgstr "将使用索引数组。" #: doc/classes/ARVRAnchor.xml msgid "An anchor point in AR space." -msgstr "AR空间中的锚点。" +msgstr "AR 空间中的锚点。" #: doc/classes/ARVRAnchor.xml msgid "" @@ -9353,12 +9366,12 @@ msgid "" "more about the real world out there especially if only part of the surface " "is in view." msgstr "" -"[ARVRAnchor]点是空间节点,它将AR平台识别的现实世界的位置映射到游戏世界中相应" -"位置。例如,只要ARKit中的平面检测开启,ARKit就会识别并更新平面(桌子、地板" -"等)的位置,并为其创建锚点。\n" -"此节点通过其特有ID映射到其中一个锚点。当你收到一个新锚点可用的信号时,在你的" -"场景中,应该为该锚点添加这个节点。你可以预先定义节点并设置ID;节点将简单地保" -"持在0,0,0,直到一个平面被识别。\n" +"[ARVRAnchor] 点是空间节点,它将 AR 平台识别的现实世界的位置映射到游戏世界中相" +"应位置。例如,只要 ARKit 中的平面检测开启,ARKit 就会识别并更新平面(桌子、地" +"板等)的位置,并为其创建锚点。\n" +"此节点通过其特有 ID 映射到其中一个锚点。当你收到一个新锚点可用的信号时,在你" +"的场景中,应该为该锚点添加这个节点。你可以预先定义节点并设置ID;节点将简单地" +"保持在 0,0,0,直到一个平面被识别。\n" "请记住,只要启用了平面检测,锚的大小、位置和方向就会随着检测逻辑对外面真实世" "界的信息而更新,特别是在只有部分表面在视野中的情况下。" @@ -9481,14 +9494,14 @@ msgstr "" msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." -msgstr "如果激活,如果由使用的AR/VR SDK提供,则返回相关控制器的名称。" +msgstr "如果激活,如果由使用的 AR/VR SDK 提供,则返回相关控制器的名称。" #: doc/classes/ARVRController.xml msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" -"返回持有此控制器的手,如果知道的话。参阅[enum ARVRPositionalTracker." +"返回持有此控制器的手,如果知道的话。见 [enum ARVRPositionalTracker." "TrackerHand]。" #: doc/classes/ARVRController.xml @@ -9514,10 +9527,10 @@ msgid "" "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." msgstr "" -"返回与此绑定的摇杆对象的ID。由[ARVRServer]跟踪的每个控制器,如果有按钮和轴," -"也将被注册为Godot中的摇杆。这意味着所有正常的摇杆跟踪和输入映射将对AR/VR控制" -"器上的按钮和轴起作用。这个ID纯粹是作为信息提供的,这样你就可以把控制器和它的" -"摇杆条目关联起来。" +"返回与此绑定的摇杆对象的 ID。由 [ARVRServer] 跟踪的每个控制器,如果有按钮和" +"轴,也将被注册为 Godot 中的摇杆。这意味着所有正常的摇杆跟踪和输入映射将对 AR/" +"VR 控制器上的按钮和轴起作用。这个 ID 纯粹是作为信息提供的,这样你就可以把控制" +"器和它的摇杆条目关联起来。" #: doc/classes/ARVRController.xml msgid "" @@ -9532,8 +9545,8 @@ msgid "" "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" -"如果索引 [code]button[/code] 处的按钮被按下,则返回 [code]true[/code]。请参" -"阅 [enum JoystickList] 中的 [code]JOY_VR_*[/code] 常量。" +"如果索引 [code]button[/code] 处的按钮被按下,则返回 [code]true[/code]。见 " +"[enum JoystickList] 中的 [code]JOY_VR_*[/code] 常量。" #: doc/classes/ARVRController.xml msgid "" @@ -9563,8 +9576,9 @@ msgid "" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" -"控制器振动的程度。范围从[code]0.0[/code]到[code]1.0[/code],精度[code].01[/" -"code]。如果更改,会相应地更新[member ARVRPositionalTracker.rumble]。\n" +"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code],精度 " +"[code].01[/code]。如果更改,会相应地更新 [member ARVRPositionalTracker." +"rumble]。\n" "如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。" #: doc/classes/ARVRController.xml @@ -9581,12 +9595,12 @@ msgid "" "becomes available. Generally speaking this will be a static mesh after " "becoming available." msgstr "" -"当与控制器相关的Mesh发生变化或变得可用时触发。一般来说,这将是一个变得可用后" -"的静态网格。" +"当与控制器相关的 Mesh 发生变化或变得可用时触发。一般来说,这将是一个变得可用" +"后的静态网格。" #: doc/classes/ARVRInterface.xml msgid "Base class for an AR/VR interface implementation." -msgstr "AR/VR接口实现的基类。" +msgstr "AR/VR 接口实现的基类。" #: doc/classes/ARVRInterface.xml msgid "" @@ -9611,18 +9625,18 @@ msgid "" "background, this method returns the feed ID in the [CameraServer] for this " "interface." msgstr "" -"如果这是一个需要显示相机画面作为背景的AR界面,此方法返回该界面的" -"[CameraServer]中的画面ID。" +"如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 " +"[CameraServer] 中的画面 ID。" #: doc/classes/ARVRInterface.xml msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." -msgstr "返回[enum Capabilities]标签的组合,提供关于这个接口功能的信息。" +msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。" #: doc/classes/ARVRInterface.xml msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." -msgstr "返回该接口的名称,如OpenVR、OpenHMD、ARKit等。" +msgstr "返回该接口的名称,如 OpenVR、OpenHMD、ARKit 等。" #: doc/classes/ARVRInterface.xml msgid "" @@ -9693,12 +9707,12 @@ msgstr "[code]true[/code] 如果这是个主接口。" #: doc/classes/ARVRInterface.xml msgid "No ARVR capabilities." -msgstr "没有ARVR功能。" +msgstr "没有 ARVR 功能。" #: doc/classes/ARVRInterface.xml msgid "" "This interface can work with normal rendering output (non-HMD based AR)." -msgstr "此接口可以与正常的渲染输出一起工作,非基于HMD的AR。" +msgstr "此接口可以与正常的渲染输出一起工作,非基于 HMD 的 AR。" #: doc/classes/ARVRInterface.xml msgid "This interface supports stereoscopic rendering." @@ -9726,7 +9740,7 @@ msgid "" "information for our camera node or when stereo scopic rendering is not " "supported." msgstr "" -"Mono输出,这主要是在相机节点检索定位信息时,或者在不支持立体视景渲染时,内部" +"Mono 输出,这主要是在相机节点检索定位信息时,或者在不支持立体视景渲染时,内部" "使用。" #: doc/classes/ARVRInterface.xml @@ -9771,7 +9785,7 @@ msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等 #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml msgid "GDNative wrapper for an ARVR interface." -msgstr "ARVR接口的GDNative包装器。" +msgstr "ARVR 接口的 GDNative 包装器。" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml msgid "" @@ -9784,7 +9798,7 @@ msgstr "" #: doc/classes/ARVROrigin.xml msgid "The origin point in AR/VR." -msgstr "AR/VR的原点。" +msgstr "AR/VR 的原点。" #: doc/classes/ARVROrigin.xml msgid "" @@ -9816,9 +9830,9 @@ msgid "" "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself." msgstr "" -"允许你根据你的游戏的单位来调整比例。大多数AR/VR平台假定1个游戏世界的单位=1个" -"现实世界的米的比例。\n" -"[b]注意:[/b]这种方法是通过[ARVRServer]本身的。" +"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定 1 个游戏世界的单位 " +"= 1 个现实世界的米的比例。\n" +"[b]注意:[/b]这种方法是通过 [ARVRServer] 本身的。" #: doc/classes/ARVRPositionalTracker.xml msgid "A tracked object." @@ -9849,14 +9863,14 @@ msgstr "" msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." -msgstr "返回持有此追踪器的手,如果知道。参阅[enum TrackerHand]常量。" +msgstr "返回持有此追踪器的手,如果知道。见 [enum TrackerHand] 常量。" #: doc/classes/ARVRPositionalTracker.xml msgid "" "If this is a controller that is being tracked, the controller will also be " "represented by a joystick entry with this ID." msgstr "" -"如果这是一个正在被追踪的控制器,该控制器将由一个具有此ID的操纵杆条目表示。" +"如果这是一个正在被追踪的控制器,该控制器将由一个具有此 ID 的操纵杆条目表示。" #: doc/classes/ARVRPositionalTracker.xml msgid "" @@ -9962,7 +9976,7 @@ msgid "" "button on a controller for a short period of time, or when implementing a " "teleport mechanism." msgstr "" -"这是正确理解的重要功能。 AR 和 VR 平台处理定位的方式略有不同。\n" +"这是正确理解的重要功能。AR 和 VR 平台处理定位的方式略有不同。\n" "对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但您几乎无法控制" "玩家在现实世界中面对的方向。\n" "对于提供空间跟踪的平台,我们的原点在很大程度上取决于系统。对于 OpenVR,原点通" @@ -10073,8 +10087,8 @@ msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter." msgstr "" -"允许你根据你的游戏的单位来调整缩放。大多数AR/VR平台假定1个游戏世界单位=1个现" -"实世界的米。" +"允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = " +"1 个现实世界的米。" #: doc/classes/ARVRServer.xml msgid "Emitted when a new interface has been added." @@ -10091,9 +10105,9 @@ msgid "" "important to react to this signal to add the appropriate [ARVRController] or " "[ARVRAnchor] nodes related to this new tracker." msgstr "" -"当新的追踪器被添加时触发。如果你不使用固定数量的控制器,或者你在AR解决方案中" -"使用[ARVRAnchor],那么对这个信号做出反应,以添加与这个新追踪器相关的适当的" -"[ARVRController]或[ARVRAnchor]节点,将会很重要。" +"当新的追踪器被添加时触发。如果你不使用固定数量的控制器,或者你在 AR 解决方案" +"中使用 [ARVRAnchor],那么对这个信号做出反应,以添加与这个新追踪器相关的适当" +"的 [ARVRController] 或 [ARVRAnchor] 节点,将会很重要。" #: doc/classes/ARVRServer.xml msgid "" @@ -10137,7 +10151,8 @@ msgid "" "user is looking to in the real world. The user will look dead ahead in the " "virtual world." msgstr "" -"完全重置HMD的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视角。" +"完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视" +"角。" #: doc/classes/ARVRServer.xml msgid "" @@ -10151,7 +10166,7 @@ msgstr "" msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." -msgstr "不重置HMD的方向,只让玩家的位置居中。" +msgstr "不重置 HMD 的方向,只让玩家的位置居中。" #: doc/classes/AspectRatioContainer.xml msgid "Container that preserves its child controls' aspect ratio." @@ -10190,7 +10205,7 @@ msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" -"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于[member " +"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member " "stretch_mode]。" #: doc/classes/AspectRatioContainer.xml @@ -10560,13 +10575,13 @@ msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." -msgstr "返回与给定[code]id[/code]相关联的点的位置。" +msgstr "返回与给定 [code]id[/code] 相关联的点的位置。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." -msgstr "返回与给定[code]id[/code]关联的点的权重比例。" +msgstr "返回与给定 [code]id[/code] 关联的点的权重比例。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns an array of all points." @@ -10575,7 +10590,7 @@ msgstr "返回所有点的数组。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point associated with the given [code]id[/code] exists." -msgstr "返回与给定[code]id[/code]相关联的点是否存在。" +msgstr "返回与给定 [code]id[/code] 相关联的点是否存在。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10587,7 +10602,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处 msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." -msgstr "从积分池中删除与给定[code]id[/code]关联的积分。" +msgstr "从点池中删除与给定 [code]id[/code] 关联的点。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10595,8 +10610,8 @@ msgid "" "you're adding a known large number of points at once, for a grid for " "instance. New capacity must be greater or equals to old capacity." msgstr "" -"在内部为[code]num_nodes[/code]个点保留空间,如果您一次要添加一个已知的大量点" -"(例如对于一个网格),则很有用。新容量必须大于或等于旧容量。" +"在内部为 [code]num_nodes[/code] 个点保留空间,如果你想要一次性添加大量的点且" +"数量已知(例如网格),那么就会很有用。新容量必须大于或等于旧容量。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10607,7 +10622,7 @@ msgstr "禁用或启用指定点的寻路功能。用于制作临时障碍物。 #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." -msgstr "为具有给定[code]id[/code]的点设置[code]position[/code]。" +msgstr "为具有给定 [code]id[/code] 的点设置位置 [code]position[/code]。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10616,13 +10631,13 @@ msgid "" "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point." msgstr "" -"为给定的[code]id[/code]的点设置[code]weight_scale[/code]。在确定从邻接点到这" -"个点的一段路程的总成本时,[code]weight_scale[/code]要乘以[method " -"_compute_cost]的结果。" +"为给定的 [code]id[/code] 的点设置 [code]weight_scale[/code]。在确定从邻接点到" +"这个点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 [method " +"_compute_cost] 的结果。" #: doc/classes/AStar2D.xml msgid "AStar class representation that uses 2D vectors as edges." -msgstr "使用二维向量作为边缘的AStar类表示。" +msgstr "使用 2D 向量作为边缘的 AStar 类表示。" #: doc/classes/AStar2D.xml msgid "" @@ -10843,16 +10858,16 @@ msgid "" "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored " "when using an AtlasTexture." msgstr "" -"[Texture]资源,由[member region]定义,裁剪出[member atlas]纹理的一个部分。主" -"要的用例是从纹理图集中裁剪出纹理,一个大的纹理文件,包含了多个较小的纹理。由 " -"[member atlas]的[Texture]、定义使用 [member atlas]区域的[member region]和定义" -"边界宽度的[member margin]组成。\n" -"[AtlasTexture]不能在[AnimatedTexture]中使用,不能在[TextureRect]等节点中平" -"铺,如果在其他[AtlasTexture]资源内部使用,将不能正常工作。多个[AtlasTexture]" -"资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一个纹理图集有助" -"于优化视频内存消耗和渲染调用。\n" -"[b]注意:[/b]AtlasTextures不支持重复。当使用AtlasTexture时,[constant " -"Texture.FLAG_REPEAT]和[constant Texture.FLAG_MIRRORED_REPEAT]标志被忽略。" +"[Texture] 资源,由 [member region] 定义,裁剪出 [member atlas] 纹理的一个部" +"分。主要的用例是从纹理图集中裁剪出纹理,一个大的纹理文件,包含了多个较小的纹" +"理。由 [member atlas] 的 [Texture]、定义使用 [member atlas] 区域的 [member " +"region] 和定义边界宽度的 [member margin] 组成。\n" +"[AtlasTexture] 不能在 [AnimatedTexture] 中使用,不能在 [TextureRect] 等节点中" +"平铺,如果在其他 [AtlasTexture] 资源内部使用,将不能正常工作。多个" +"[AtlasTexture] 资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一" +"个纹理图集有助于优化视频内存消耗和渲染调用。\n" +"[b]注意:[/b]AtlasTexture 不支持重复。当使用 AtlasTexture 时,[constant " +"Texture.FLAG_REPEAT] 和 [constant Texture.FLAG_MIRRORED_REPEAT] 标志被忽略。" #: doc/classes/AtlasTexture.xml msgid "The texture that contains the atlas. Can be any [Texture] subtype." @@ -10923,7 +10938,8 @@ msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" -"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从-80到24。" +"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 " +"24。" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." @@ -10934,8 +10950,8 @@ msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" -"限制[member AudioEffectFilter.cutoff_hz]周围范围内的频率,允许这个范围外的频" -"率通过。" +"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的" +"频率通过。" #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." @@ -10946,8 +10962,8 @@ msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" -"衰减[member AudioEffectFilter.cutoff_hz]周围范围内的频率,并切断这个频段之外" -"的频率。" +"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之" +"外的频率。" #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." @@ -11092,9 +11108,9 @@ msgid "" "punchy." msgstr "" "动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器" -"的主要用途之一是通过尽可能少的削波(当声音超过0dB时)来增加动态范围。\n" +"的主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n" "压缩器在混音中的用途很多。\n" -"- 在主总线上压缩整个输出(虽然[AudioEffectLimiter]可能更好些)。\n" +"- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n" "- 在声音通道中,以确保它们听起来尽可能的平衡。\n" "- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在" "视频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n" @@ -11104,7 +11120,8 @@ msgstr "" msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." -msgstr "当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从20到2000。" +msgstr "" +"当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。" #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." @@ -11114,7 +11131,8 @@ msgstr "应用于输出信号的增益。" msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." -msgstr "原始信号和效果信号之间的平衡。数值范围从0(完全干燥)到1(完全浸润)。" +msgstr "" +"原始信号和效果信号之间的平衡。数值范围从 0(完全干燥)到 1(完全浸润)。" #: doc/classes/AudioEffectCompressor.xml msgid "" @@ -11123,7 +11141,7 @@ msgid "" "compressed. Value can range from 1 to 48." msgstr "" "音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数" -"值范围从1到48。" +"值范围从 1 到 48。" #: doc/classes/AudioEffectCompressor.xml msgid "" @@ -11141,7 +11159,7 @@ msgstr "使用另一条音频总线进行阈值检测,降低声音级别。" msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." -msgstr "对音频进行压缩的级别。数值范围从-60到0。" +msgstr "对音频进行压缩的级别。数值范围从 -60 到 0。" #: doc/classes/AudioEffectDelay.xml msgid "" @@ -11170,7 +11188,7 @@ msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。 #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." -msgstr "如果[code]true[/code],则启用反馈。" +msgstr "如果为 [code]true[/code],则启用反馈。" #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." @@ -11203,7 +11221,7 @@ msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap2[/code] will be enabled." -msgstr "如果[code]true[/code],将启用[code]tap2[/code]。" +msgstr "如果为 [code]true[/code],将启用[code]tap2[/code]。" #: doc/classes/AudioEffectDelay.xml msgid "[b]Tap2[/b] delay time in milliseconds." @@ -11256,7 +11274,7 @@ msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" -"高通滤波器,单位为Hz。高于此值的频率不会受到失真的影响。该值的范围为1至" +"高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 " "20000。" #: doc/classes/AudioEffectDistortion.xml @@ -11267,13 +11285,13 @@ msgstr "失真类型." msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." -msgstr "增加或减少效果后的音量。数值范围从-80到24。" +msgstr "增加或减少效果后的音量。数值范围从 -80 到 24。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." -msgstr "增加或减少效果前的音量。值的范围为-60至60。" +msgstr "增加或减少效果前的音量。值的范围为 -60 至 60。" #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -11306,7 +11324,7 @@ msgid "" "or [AudioEffectEQ21] don't fit your needs." msgstr "" "音频均衡器的基础类。让你可以控制频率。\n" -"如果 [AudioEffectEQ6], [AudioEffectEQ10] 或 [AudioEffectEQ21]不符合您的需求," +"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21]不符合您的需求," "请使用它来创建一个自定义均衡器。" #: doc/classes/AudioEffectEQ.xml @@ -11328,11 +11346,11 @@ msgstr "返回均衡器的频段数。" #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." -msgstr "返回指定索引处的波段增益,单位为dB。" +msgstr "返回指定索引处的波段增益,单位为 dB。" #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." -msgstr "设置指定索引处的波段增益,单位为dB。" +msgstr "设置指定索引处的波段增益,单位为 dB。" #: doc/classes/AudioEffectEQ10.xml msgid "" @@ -11465,11 +11483,11 @@ msgstr "为音频总线添加一个滤波器。" #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." -msgstr "允许通过[member cutoff_hz]以外的频率。" +msgstr "允许通过 [member cutoff_hz] 以外的频率。" #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." -msgstr "滤波器的阈值频率,单位为Hz。" +msgstr "滤波器的阈值频率,单位为 Hz。" #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." @@ -11488,11 +11506,11 @@ msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" -"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" +"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." -msgstr "降低所有高于[member AudioEffectFilter.cutoff_hz]的频率。" +msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。" #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." @@ -11507,8 +11525,8 @@ msgid "" "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" -"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的dB阈值。始终" -"建议在主总线中添加一个以减少削波的影响。\n" +"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始" +"终建议在主总线中添加一个以减少削波的影响。\n" "软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果," "从而永不超过阈值。" @@ -11516,19 +11534,19 @@ msgstr "" msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." -msgstr "波形的最大允许值,单位是分贝。数值范围从-20到-0.1。" +msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。" #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." -msgstr "将增益应用于有限的波,以分贝为单位。取值范围是0到6。" +msgstr "将增益应用于有限的波,以分贝为单位。取值范围是 0 到 6。" #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." -msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从-30到0。" +msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the Audio bus." @@ -11539,11 +11557,11 @@ msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" -"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" +"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." -msgstr "降低[member AudioEffectFilter.cutoff_hz]以下的所有频率。" +msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。" #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." @@ -11554,8 +11572,8 @@ msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" -"衰减[member AudioEffectFilter.cutoff_hz]周围窄带的频率,并切断这个范围以外的" -"频率。" +"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外" +"的频率。" #: doc/classes/AudioEffectPanner.xml msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right." @@ -11568,7 +11586,7 @@ msgstr "决定向左右总线发送的音频信号量。" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." -msgstr "平移位置。值的范围可以从-1(完全左)到1(完全右)。" +msgstr "平移位置。值的范围可以从 -1(完全左)到1(完全右)。" #: doc/classes/AudioEffectPhaser.xml msgid "" @@ -11592,29 +11610,29 @@ msgid "" "can range from 0.1 to 4." msgstr "" "控制滤波器频率扫描的频率。较低的值将主要影响低音频率。高值可以推高高音。值的" -"范围可以从0.1到4。" +"范围可以从 0.1 到 4。" #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." -msgstr "修改后声音的输出百分比。数值范围从0.1到0.9。" +msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." -msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为10-10000。" +msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." -msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为10-10000。" +msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." -msgstr "以Hz为单位调整效果在整个频率范围内上下扫描的速度。" +msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。" #: doc/classes/AudioEffectPitchShift.xml msgid "" @@ -11648,8 +11666,8 @@ msgid "" "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" -"要使用的过采样系数。更高的值会带来更好的质量,但对CPU的要求更高,如果CPU跟不" -"上,可能会导致音频破裂。" +"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU " +"跟不上,可能会导致音频破裂。" #: doc/classes/AudioEffectPitchShift.xml msgid "" @@ -11708,7 +11726,7 @@ msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." -msgstr "表示[enum FFT_Size]枚举的大小。" +msgstr "表示 [enum FFT_Size] 枚举的大小。" #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." @@ -11746,14 +11764,15 @@ msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" -"如果[code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样本。" +"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样" +"本。" #: doc/classes/AudioEffectRecord.xml msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" -"指定录音样本的格式。请参阅[enum AudioStreamSample.Format]了解可用的格式。" +"指定录音样本的格式。请参阅 [enum AudioStreamSample.Format] 了解可用的格式。" #: doc/classes/AudioEffectReverb.xml msgid "" @@ -11774,7 +11793,7 @@ msgstr "模拟不同大小的房间。其参数可以调整,以模拟特定房 msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." -msgstr "定义虚拟房间墙壁的反射程度。值的范围是0到1。" +msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。" #: doc/classes/AudioEffectReverb.xml msgid "" @@ -11789,11 +11808,11 @@ msgid "" "cutoff frequency. Value can range from 0 to 1." msgstr "" "高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范" -"围为0~1。" +"围为 0 到 1。" #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." -msgstr "预延迟的输出百分比。数值范围为0~1。" +msgstr "预延迟的输出百分比。数值范围为 0 到 1。" #: doc/classes/AudioEffectReverb.xml msgid "" @@ -11805,13 +11824,13 @@ msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单 msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." -msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从0到1。" +msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。" #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." -msgstr "扩大或缩小混响尾音的立体声图像。1表示完全扩大。值的范围是0到1。" +msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。" #: doc/classes/AudioEffectReverb.xml msgid "" @@ -11842,7 +11861,7 @@ msgstr "音频频谱演示" #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2将获得新的音频功能" +msgstr "Godot 3.2 将获得新的音频功能" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" @@ -11882,7 +11901,7 @@ msgid "" "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" -"[AudioServer]是一个音频访问的低级服务器接口。它负责创建样本数据(可播放的音" +"[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音" "频)以及通过语音接口进行播放。" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml @@ -11907,19 +11926,19 @@ msgstr "返回系统上检测到的所有音频输入设备的名称。" #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." -msgstr "使用可用的总线和效果生成[AudioBusLayout]。" +msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。" #: doc/classes/AudioServer.xml msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." -msgstr "返回索引为[code]bus_idx[/code]的总线通道数。" +msgstr "返回索引为 [code]bus_idx[/code] 的总线的通道数。" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" -"返回总线 [code]bus_idx[/code] in [code]effect_idx[/code] 位置的 " +"返回总线 [code]bus_idx[/code] 中位于 [code]effect_idx[/code] 的 " "[AudioEffect]。" #: doc/classes/AudioServer.xml @@ -11931,41 +11950,41 @@ msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" -"返回分配给给定总线和效果指数(以及可选的通道)的[AudioEffectInstance]。" +"返回分配给给定总线和效果指数(以及可选的通道)的 [AudioEffectInstance]。" #: doc/classes/AudioServer.xml msgid "Returns the index of the bus with the name [code]bus_name[/code]." -msgstr "返回名称为[code]bus_name[/code]的总线的索引。" +msgstr "返回名称为 [code]bus_name[/code] 的总线的索引。" #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [code]bus_idx[/code]." -msgstr "返回索引为 [code]bus_idx[/code] 的总线名称。" +msgstr "返回索引为 [code]bus_idx[/code] 的总线的名称。" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" -"返回总线索引[code]bus_idx[/code]和通道索引[code]channel[/code]处左扬声器的峰" -"值音量。" +"返回总线索引 [code]bus_idx[/code] 和通道索引 [code]channel[/code] 处左扬声器" +"的峰值音量。" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" -"返回总线索引[code]bus_idx[/code]和通道索引[code]channel[/code]处右扬声器的峰" -"值音量。" +"返回总线索引 [code]bus_idx[/code] 和通道索引 [code]channel[/code] 处右扬声器" +"的峰值音量。" #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." -msgstr "返回位于索引[code]bus_idx[/code]处的总线所发送的总线名称。" +msgstr "返回位于索引 [code]bus_idx[/code] 处的总线所发送的总线名称。" #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." -msgstr "返回索引[code]bus_idx[/code]处总线的音量,单位为dB。" +msgstr "返回索引 [code]bus_idx[/code] 处总线的音量,单位为 dB。" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio devices detected on the system." @@ -12008,13 +12027,13 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." -msgstr "如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。" +msgstr "如果为 [code]true[/code],则索引 [code]bus_idx[/code] 处的总线被静音。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" -"如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。" +"如果为 [code]true[/code],则索引 [code]bus_idx[/code] 处的总线处于独奏模式。" #: doc/classes/AudioServer.xml msgid "" @@ -12027,11 +12046,11 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." -msgstr "将总线从索引[code]index[/code]移动到索引[code]to_index[/code]。" +msgstr "将总线从索引 [code]index[/code] 移动到索引 [code]to_index[/code]。" #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." -msgstr "移除索引[code]index[/code]处的总线。" +msgstr "移除索引 [code]index[/code] 处的总线。" #: doc/classes/AudioServer.xml msgid "" @@ -12043,12 +12062,12 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." -msgstr "覆盖当前使用的[AudioBusLayout]。" +msgstr "覆盖当前使用的 [AudioBusLayout]。" #: doc/classes/AudioServer.xml msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." -msgstr "将索引[code]bus_idx[/code]处的总线名称设置为[code]name[/code]。" +msgstr "将索引 [code]bus_idx[/code] 处的总线名称设置为 [code]name[/code]。" #: doc/classes/AudioServer.xml msgid "" @@ -12066,7 +12085,7 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." -msgstr "在[code]bus_idx[/code]中交换两个效果的位置。" +msgstr "在 [code]bus_idx[/code] 中交换两个效果的位置。" #: doc/classes/AudioServer.xml msgid "" @@ -12111,11 +12130,12 @@ msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played twice as fast)." msgstr "" -"缩放播放音频的速率(即将其设置为[code]0.5[/code]将使音频播放速度提高一倍)。" +"缩放播放音频的速率(即将其设置为 [code]0.5[/code] 将使音频播放速度提高一" +"倍)。" #: doc/classes/AudioServer.xml msgid "Emitted when the [AudioBusLayout] changes." -msgstr "当[AudioBusLayout]改变时发出。" +msgstr "当 [AudioBusLayout] 改变时发出。" #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." @@ -12123,15 +12143,15 @@ msgstr "检测到两个或更少的扬声器。" #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." -msgstr "检测到3.1声道环绕声设置。" +msgstr "检测到 3.1 声道环绕声设置。" #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." -msgstr "检测到5.1声道环绕声设置。" +msgstr "检测到 5.1 声道环绕声设置。" #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." -msgstr "检测到7.1声道环绕声设置。" +msgstr "检测到 7.1 声道环绕声设置。" #: doc/classes/AudioStream.xml msgid "Base class for audio streams." @@ -12143,8 +12163,8 @@ msgid "" "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" -"音频流的基类。音频流用于声音效果和音乐播放,支持 WAV(通过" -"[AudioStreamSample])和 OGG(通过[AudioStreamOGGVorbis])文件格式。" +"音频流的基类。音频流用于声音效果和音乐播放,支持 WAV(通过 " +"[AudioStreamSample])和 OGG(通过 [AudioStreamOGGVorbis])文件格式。" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml msgid "Audio streams" @@ -12176,7 +12196,7 @@ msgid "" "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" -"此音频流不播放声音,需要脚本为其生成音频数据。参阅" +"此音频流不播放声音,需要脚本为其生成音频数据。另请参阅 " "[AudioStreamGeneratorPlayback]。\n" "另请参阅 [AudioEffectSpectrumAnalyzer] 用于执行实时音频频谱分析。\n" "[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。如" @@ -12221,7 +12241,7 @@ msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." -msgstr "播放使用[AudioStreamGenerator]生成的音频。" +msgstr "播放使用 [AudioStreamGenerator] 生成的音频。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -12287,7 +12307,7 @@ msgstr "包含以字节为单位的音频数据。" msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." -msgstr "如果[code]true[/code],当流到达末尾时将自动循环。" +msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml @@ -12321,8 +12341,8 @@ msgid "" "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" "以非位置方式支持播放音频流。\n" -"要在位置上播放音频,请使用[AudioStreamPlayer2D]或[AudioStreamPlayer3D]而不是" -"[AudioStreamPlayer]。" +"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而" +"不是 [AudioStreamPlayer]。" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." @@ -12361,7 +12381,7 @@ msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" -"如果音频配置有两个以上的扬声器,则设置目标通道。请参阅[enum MixTarget]常量。" +"如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml @@ -12373,19 +12393,19 @@ msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "If [code]true[/code], audio is playing." -msgstr "如果[code]true[/code],则播放音频。" +msgstr "如果为 [code]true[/code],则播放音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." -msgstr "要播放的[AudioStream]对象。" +msgstr "要播放的 [AudioStream] 对象。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" -"如果 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/code] " -"设置为 [code]false[/code] 来恢复播放。" +"如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/" +"code] 设置为 [code]false[/code] 来恢复播放。" #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." @@ -12423,10 +12443,10 @@ msgid "" "audible to human hearing)." msgstr "" "播放音频,随着与屏幕中心的距离而减弱。\n" -"参阅[AudioStreamPlayer]来播放非位置性的声音。\n" -"[b]注意:[/b]隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁" -"用[AudioStreamPlayer2D]的音频输出,请将[member volume_db]设置为一个非常低的" -"值,如[code]-100[/code](人的听觉听不到)。" +"参阅 [AudioStreamPlayer] 来播放非位置性的声音。\n" +"[b]注意:[/b]隐藏一个 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时" +"禁用 [AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为一个非常" +"低的值,如[code]-100[/code](人的听觉听不到)。" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." @@ -12502,7 +12522,7 @@ msgstr "" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." -msgstr "返回与该[AudioStreamPlayer3D]相关联的[AudioStreamPlayback]对象。" +msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" @@ -12543,7 +12563,7 @@ msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" -"如果 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音" +"如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音" "频。" #: doc/classes/AudioStreamPlayer3D.xml @@ -12571,7 +12591,7 @@ msgstr "音频到达相机的角度,不受衰减。" msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." -msgstr "如果[code]true[/code],则应根据声音的方向对音频进行衰减。" +msgstr "如果为 [code]true[/code],则应根据声音的方向对音频进行衰减。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" @@ -12599,15 +12619,15 @@ msgstr "决定当音源超出 [member max_distance] 范围时,是否应该暂 #: doc/classes/AudioStreamPlayer3D.xml msgid "The [AudioStream] resource to be played." -msgstr "要播放的[AudioStream]资源。" +msgstr "要播放的 [AudioStream] 资源。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" -"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为 " -"[code]false[/code]来恢复它。" +"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] " +"设置为 [code]false[/code]来恢复它。" #: doc/classes/AudioStreamPlayer3D.xml msgid "The base sound level unaffected by dampening, in decibels." @@ -12639,7 +12659,7 @@ msgid "" "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" -"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。 " +"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。" "[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member " "max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。" @@ -12685,7 +12705,7 @@ msgstr "每次开始时随机变换音高。" #: doc/classes/AudioStreamRandomPitch.xml msgid "The current [AudioStream]." -msgstr "当前的[AudioStream]。" +msgstr "当前的 [AudioStream]。" #: doc/classes/AudioStreamRandomPitch.xml msgid "The intensity of random pitch variation." @@ -12693,7 +12713,7 @@ msgstr "随机音高变化的强度。" #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." -msgstr "存储从WAV文件加载的音频数据。" +msgstr "存储从 WAV 文件加载的音频数据。" #: doc/classes/AudioStreamSample.xml msgid "" @@ -12717,10 +12737,10 @@ msgid "" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" -"将AudioStreamSample作为WAV文件保存到[code]path[/code]。无法保存IMA ADPCM格式" -"的样本。\n" -"[b]注意:[/b]如果缺少[code].wav[/code]扩展名,则会自动将其附加到[code]path[/" -"code]。" +"将 AudioStreamSample 作为 WAV 文件保存到 [code]path[/code]。无法保存 IMA " +"ADPCM 格式的样本。\n" +"[b]注意:[/b]如果缺少 [code].wav[/code] 扩展名,则会自动将其附加到 " +"[code]path[/code]。" #: doc/classes/AudioStreamSample.xml msgid "" @@ -12734,7 +12754,7 @@ msgstr "" #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." -msgstr "音频格式。参阅[enum Format]常量的值。" +msgstr "音频格式。参阅 [enum Format] 常量的值。" #: doc/classes/AudioStreamSample.xml msgid "" @@ -12850,9 +12870,9 @@ msgid "" "derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " "adding them as children." msgstr "" -"用于对当前屏幕显示进行后台缓冲的节点。 BackBufferCopy 节点中定义的区域与其覆" -"盖屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中" -"使用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n" +"用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖" +"屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中使" +"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n" "[b]注意:[/b]由于该节点继承自 [Node2D] 而非 [Control],锚点和边距将不会应用于" "从 [Control] 派生的子节点。这在调整窗口大小时可能会出现问题。为避免这种情况," "请将 [Control] 派生节点添加为 BackBufferCopy 节点的[i]同级[/i],不要将它们添" @@ -12860,7 +12880,7 @@ msgstr "" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." -msgstr "缓冲区模式。参阅 [enum CopyMode] 常量。" +msgstr "缓冲区模式。见 [enum CopyMode] 常量。" #: doc/classes/BackBufferCopy.xml msgid "" @@ -12919,10 +12939,10 @@ msgid "" "If no save path is provided it will try to match the path from the current " "[member light_data]." msgstr "" -"烘焙光照贴图,从给定的[code]from_node[/code]根节点扫描,并将产生的" -"[BakedLightmapData]保存在[code]data_save_path[/code]中。如果没有提供根节点," -"此节点的父节点将作为根节点。如果没有提供保存路径,将尝试匹配当前[member " -"light_data]的路径。" +"烘焙光照贴图,从给定的 [code]from_node[/code] 根节点扫描,并将产生的 " +"[BakedLightmapData] 保存在 [code]data_save_path[/code] 中。如果没有提供根节" +"点,此节点的父节点将作为根节点。如果没有提供保存路径,将尝试匹配当前 [member " +"light_data] 的路径。" #: doc/classes/BakedLightmap.xml msgid "" @@ -12969,11 +12989,11 @@ msgid "" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" -"每次反弹的能量乘数。较高的值将使间接照明更亮。 [code]1.0[/code] 的值表示与物" -"理相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这" -"可用于通过降低 [member bounces] 的数量然后增加 [member " -"bounce_indirect_energy] 来加快烘焙时间。与 [member BakedLightmapData.energy] " -"不同,此属性不会影响灯光节点、发光材质和环境发出的直接光照。\n" +"每次反弹的能量乘数。较高的值将使间接照明更亮。[code]1.0[/code] 的值表示与物理" +"相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这可" +"用于通过降低 [member bounces] 的数量然后增加 [member bounce_indirect_energy] " +"来加快烘焙时间。与 [member BakedLightmapData.energy] 不同,此属性不会影响灯光" +"节点、发光材质和环境发出的直接光照。\n" "[b]注意:[/b][member bounce_indirect_energy] 仅在 [member bounces] 设置为大于" "等于 [code]1[/code] 的值时有效。" @@ -12981,7 +13001,8 @@ msgstr "" msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." -msgstr "烘焙过程中考虑的光线反射次数。参阅 [member bounce_indirect_energy]。" +msgstr "" +"烘焙过程中考虑的光线反射次数。另请参阅 [member bounce_indirect_energy]。" #: doc/classes/BakedLightmap.xml msgid "Grid size used for real-time capture information on dynamic objects." @@ -13228,7 +13249,7 @@ msgid "" "directly (it doesn't display anything). Other types of buttons inherit from " "it." msgstr "" -"BaseButton是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类" +"BaseButton 是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类" "型的按钮都继承自它。" #: doc/classes/BaseButton.xml @@ -13242,7 +13263,7 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." -msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。" +msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。" #: doc/classes/BaseButton.xml msgid "" @@ -13269,10 +13290,10 @@ msgid "" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" -"改变按钮的[member pressed]状态,不触发[signal toggled]。当你只想改变按钮的状" -"态而不发送按下事件时使用(例如,在初始化场景时)。只有当[member toggle_mode]" -"是[code]true[/code] 时才有效。\n" -"[b]注意:[/b]这个方法不会释放其按钮[member group] 中的其他按钮。" +"改变按钮的 [member pressed] 状态,不触发 [signal toggled]。当你只想改变按钮的" +"状态而不发送按下事件时使用(例如,在初始化场景时)。只有当 [member " +"toggle_mode] 是 [code]true[/code] 时才有效。\n" +"[b]注意:[/b]这个方法不会释放其按钮 [member group] 中的其他按钮。" #: doc/classes/BaseButton.xml msgid "" @@ -13294,7 +13315,7 @@ msgstr "" msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." -msgstr "如果[code]true[/code],则该按钮处于禁用状态,无法点击或切换。" +msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。" #: doc/classes/BaseButton.xml msgid "" @@ -13302,12 +13323,12 @@ msgid "" "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" -"[i]已弃用。[/i] 由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后" +"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后" "不会有任何影响。请改用 [member Control.focus_mode]。" #: doc/classes/BaseButton.xml msgid "[ButtonGroup] associated to the button." -msgstr "与按钮相关联的[ButtonGroup]。" +msgstr "与按钮相关联的 [ButtonGroup]。" #: doc/classes/BaseButton.xml msgid "" @@ -13317,7 +13338,8 @@ msgid "" "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" -"如果[code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状态。\n" +"如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状" +"态。\n" "[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一" "时刻发出。" @@ -13330,7 +13352,7 @@ msgid "" "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" -"如果 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member " +"如果为 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member " "toggle_mode] 处于激活状态)。仅当 [member toggle_mode] 为 [code]true[/code] " "时才有效。\n" "[b]注意:[/b]设置 [member pressed] 将导致 [signal toggled] 触发。如果你想在不" @@ -13338,21 +13360,21 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "[ShortCut] associated to the button." -msgstr "与按钮相关联的[ShortCut]。" +msgstr "与按钮相关联的 [ShortCut]。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." -msgstr "如果[code]true[/code],按钮将在工具提示中添加其快捷方式的信息。" +msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" -"如果[code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按下和" -"未按下之间转换状态。" +"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按" +"下和未按下之间转换状态。" #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." @@ -13382,14 +13404,14 @@ msgid "" "(only if [member toggle_mode] is active). The new state is contained in the " "[code]button_pressed[/code] argument." msgstr "" -"当按钮刚刚在按下和正常状态之间切换时发出(仅当[member toggle_mode]处于活动状态" -"时)。新状态包含在[code]button_pressed[/code]参数中。" +"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动" +"状态时)。新状态包含在 [code]button_pressed[/code] 参数中。" #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." -msgstr "按钮的正常状态(即没有按下、没有悬停、没有切换和启用)。" +msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。" #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." @@ -13419,7 +13441,7 @@ msgstr "要求按下后再释放,才算点击了按钮。" #: doc/classes/Basis.xml msgid "3×3 matrix datatype." -msgstr "3×3矩阵数据类型。" +msgstr "3×3 矩阵数据类型。" #: doc/classes/Basis.xml msgid "" @@ -13436,7 +13458,7 @@ msgid "" msgstr "" "用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n" "包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种" -"用途,它由一个缩放矩阵和一个旋转矩阵组成,依次为 (M=R.S)。\n" +"用途,它依次由一个缩放矩阵和一个旋转矩阵组成(M=R.S)。\n" "也可以作为三维向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的" "(由于缩放)。\n" "更多信息请阅读文档中的《矩阵和变换》一文。" @@ -13588,14 +13610,14 @@ msgstr "" #: doc/classes/Basis.xml msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." -msgstr "引入一个由给定的3D缩放因子指定的附加缩放。" +msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。" #: doc/classes/Basis.xml msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" -"假设该矩阵是一个合适的旋转矩阵,slerp与另一个旋转矩阵进行球面直线插值。" +"假设该矩阵是一个合适的旋转矩阵,slerp 与另一个旋转矩阵进行球面直线插值。" #: doc/classes/Basis.xml msgid "Transposed dot product with the X axis of the matrix." @@ -13630,7 +13652,7 @@ msgstr "" msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." -msgstr "基矩阵的 X 向量(第 0 列)。等效于数组索引 [code]0[/code]。" +msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" @@ -13779,10 +13801,10 @@ msgid "" "alignment for the character and [code]advance[/code] is the (optional) " "advance." msgstr "" -"添加一个字符到字体中,其中[code]character[/code]是Unicode值,[code]texture[/" -"code]是纹理索引,[code]rect[/code]是纹理中的区域(以像素为单位!)," -"[code]align[/code]是字符的对齐方式(可选),[code]advance[/code]是前进方式" -"(可选)。" +"添加一个字符到字体中,其中 [code]character[/code] 是 Unicode值," +"[code]texture[/code] 是纹理索引,[code]rect[/code] 是纹理中的区域(以像素为单" +"位!),[code]align[/code] 是字符的对齐方式(可选),[code]advance[/code] 是" +"步进长度(可选)。" #: doc/classes/BitmapFont.xml msgid "" @@ -13794,7 +13816,7 @@ msgstr "" #: doc/classes/BitmapFont.xml msgid "Adds a texture to the [BitmapFont]." -msgstr "为[BitmapFont]添加一个纹理。" +msgstr "为 [BitmapFont] 添加一个纹理。" #: doc/classes/BitmapFont.xml msgid "Clears all the font data and settings." @@ -13811,11 +13833,11 @@ msgstr "返回字偶的差值。" #: doc/classes/BitmapFont.xml msgid "Returns the font atlas texture at index [code]idx[/code]." -msgstr "返回位于索引[code]idx[/code]处的字体Atlas纹理。" +msgstr "返回位于索引 [code]idx[/code] 处的字体 Atlas 纹理。" #: doc/classes/BitmapFont.xml msgid "Returns the number of textures in the BitmapFont atlas." -msgstr "返回BitmapFont图谱中纹理的数量。" +msgstr "返回 BitmapFont 图谱中纹理的数量。" #: doc/classes/BitmapFont.xml msgid "Ascent (number of pixels above the baseline)." @@ -13823,7 +13845,7 @@ msgstr "上升(基线以上的像素数)。" #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." -msgstr "如果[code]true[/code],则启用距离场提示。" +msgstr "如果为 [code]true[/code],则启用距离场提示。" #: doc/classes/BitmapFont.xml msgid "The fallback font." @@ -13860,12 +13882,12 @@ msgstr "" #: doc/classes/Bone2D.xml msgid "Stores the node's current transforms in [member rest]." -msgstr "将节点当前的变换存储在[member rest]中。" +msgstr "将节点当前的变换存储在 [member rest] 中。" #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." -msgstr "返回节点的索引,作为整个骨架的一部分。请参阅 [Skeleton2D]。" +msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。" #: doc/classes/Bone2D.xml msgid "" @@ -13885,11 +13907,11 @@ msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" -"骨骼的静止变换。您可以使用[method apply_rest]将节点的变换重置为这个值。" +"骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。" #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." -msgstr "一个会附着在骨骼上的节点。" +msgstr "会附着在骨骼上的节点。" #: doc/classes/BoneAttachment.xml msgid "" @@ -13897,7 +13919,7 @@ msgid "" "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" -"此节点必须是 [Skeleton] 节点的子节点。然后,你可以为此节点选择要附加的骨骼。 " +"此节点必须是 [Skeleton] 节点的子节点。然后,你可以为此节点选择要附加的骨骼。" "BoneAttachment 节点将拷贝所选骨骼的变换。" #: doc/classes/BoneAttachment.xml @@ -13957,13 +13979,13 @@ msgid "" " can_shoot = true\n" "[/codeblock]" msgstr "" -"布尔是内置类型。有两个布尔值。[code]true[/code]和[code]false[/code]。你可以把" -"它想象成有开或关状态的开关(1或0)。布尔在编程中用于条件语句的逻辑,如" -"[code]if[/code]语句。\n" -"布尔可以直接用于[code]if[/code]语句中。下面的代码在[code]if can_shoot:[/code]" -"行中演示了这一点。你不需要使用[code]==true[/code],你只需要[code]if " -"can_shoot:[/code]。同样地,使用[code]if not can_shoot:[/code]而不是[code]== " -"false[/code]。\n" +"布尔是内置类型。布尔值有两个:[code]true[/code] 和 [code]false[/code]。你可以" +"把它想象成开关(1 或 0)。布尔在编程中用于条件语句的逻辑,如 [code]if[/code] " +"语句。\n" +"布尔可以直接用于 [code]if[/code] 语句中。下面的代码在 [code]if can_shoot:[/" +"code] 行中对此进行了演示。你不需要使用 [code]== true[/code],你只需要 " +"[code]if can_shoot:[/code]。同样地,请使用 [code]if not can_shoot:[/code] 而" +"不是 [code]== false[/code]。\n" "[codeblock]\n" "var can_shoot = true\n" "\n" @@ -13972,8 +13994,8 @@ msgstr "" " pass # 在此执行射击。\n" "[/codeblock]\n" "下面的代码只有在两个条件都满足的情况下才会产生子弹:动作“shoot”被按下,并且如" -"果[code]can_shoot[/code]是[code]true[/code]。\n" -"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值," +"果 [code]can_shoot[/code] 为 [code]true[/code]。\n" +"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code] 也是一个布尔值," "当“shoot”被按下时为 [code]true[/code],当“shoot”没有被按下时为 [code]false[/" "code]。\n" "[codeblock]\n" @@ -13983,8 +14005,8 @@ msgstr "" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" -"下面的代码将把[code]can_shoot[/code]设置为 [code]false[/code]并启动一个定时" -"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为 " +"下面的代码将把 [code]can_shoot[/code] 设置为 [code]false[/code] 并启动一个定" +"时器。这将阻止玩家射击,直到定时器用完。然后将 [code]can_shoot[/code] 设置为 " "[code]true[/code],再次允许玩家进行射击。\n" "[codeblock]\n" "var can_shoot = true\n" @@ -14217,11 +14239,11 @@ msgstr "将文本向右对齐。" #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." -msgstr "[Button]的默认文本[Color]。" +msgstr "[Button] 的默认文本 [Color]。" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." -msgstr "禁用[Button]时使用的文本[Color]。" +msgstr "禁用 [Button] 时使用的文本 [Color]。" #: doc/classes/Button.xml msgid "" @@ -14229,12 +14251,12 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当[Button]获得焦点时使用的文本[Color]。只取代按钮的正常文本颜色。禁用、悬停和" -"按下状态优先于这个颜色。" +"当 [Button] 获得焦点时使用的文本 [Color]。只取代按钮的正常文本颜色。禁用、悬" +"停和按下状态优先于这个颜色。" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." -msgstr "悬停[Button]时使用的文本[Color]。" +msgstr "悬停 [Button] 时使用的文本 [Color]。" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." @@ -14242,11 +14264,11 @@ msgstr "正在按下 [Button] 时使用的文本 [Color] 。" #: doc/classes/Button.xml msgid "The horizontal space between [Button]'s icon and text." -msgstr "[Button]的图标和文本之间的水平间距。" +msgstr "[Button] 的图标和文本之间的水平间距。" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." -msgstr "[Button]文本的[Font]。" +msgstr "[Button] 文本的 [Font]。" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." @@ -14258,20 +14280,20 @@ msgid "" "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" -"当[Button]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]之上,所以使用" -"[StyleBoxEmpty]只是禁用焦点视觉效果。" +"当 [Button] 获得焦点时使用的 [StyleBox]。它显示在当前的 [StyleBox] 之上,所以" +"使用 [StyleBoxEmpty] 只是禁用焦点视觉效果。" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." -msgstr "悬停[Button]时使用的[StyleBox]。" +msgstr "悬停 [Button] 时使用的 [StyleBox]。" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." -msgstr "[Button]的默认[StyleBox]。" +msgstr "[Button] 的默认 [StyleBox]。" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." -msgstr "按下[Button]时使用的[StyleBox]。" +msgstr "按下 [Button] 时使用的 [StyleBox]。" #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." @@ -14291,8 +14313,8 @@ msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" -"返回一个[Button]的[Array],这些[Button]的[ButtonGroup]都有这个功能(参阅" -"[member BaseButton.group])。" +"返回一个 [Button] 的 [Array],这些 [Button] 的 [ButtonGroup] 都有这个功能" +"(见 [member BaseButton.group])。" #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." @@ -14477,7 +14499,7 @@ msgid "" msgstr "" "通过在世界空间单位中指定 [code]size[/code] 和 [code]z_near[/code] 和 " "[code]z_far[/code] 剪裁平面,将相机投影设置为正交模式,请参阅 [constant " -"PROJECTION_ORTHOGONAL]。 (提示:2D 游戏经常使用这种投影,以像素为单位指定" +"PROJECTION_ORTHOGONAL]。(提示:2D 游戏经常使用这种投影,以像素为单位指定" "值。)" #: doc/classes/Camera.xml @@ -14528,7 +14550,8 @@ msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。" #: doc/classes/Camera.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this camera." -msgstr "如果[code]true[/code],则说明祖级的[Viewport]当前正在使用这个摄像头。" +msgstr "" +"如果为 [code]true[/code],则说明祖级的 [Viewport] 当前正在使用这个摄像头。" #: doc/classes/Camera.xml msgid "" @@ -14552,7 +14575,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The [Environment] to use for this camera." -msgstr "此相机要使用的[Environment]。" +msgstr "此相机要使用的 [Environment]。" #: doc/classes/Camera.xml msgid "" @@ -14574,7 +14597,7 @@ msgid "" msgstr "" "相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定" "一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" -"作为参考,默认的垂直视野值([code]70.0[/code])等效于以下水平 FOV:\n" +"作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n" "- 在 4:3 视窗中约86.07 度\n" "- 在 16:10 视窗中约 96.50 度\n" "- 在 16:9 视窗中约102.45 度\n" @@ -14598,8 +14621,8 @@ msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" -"在[member fov]/[member size]调整时要锁定的轴。可以是[constant KEEP_WIDTH]或" -"[constant KEEP_HEIGHT]。" +"在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] " +"或 [constant KEEP_HEIGHT]。" #: doc/classes/Camera.xml msgid "" @@ -14613,8 +14636,8 @@ msgid "" "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" -"相机的投影模式。在[constant PROJECTION_PERSPECTIVE]模式下,物体与相机局部空间" -"的Z距离会影响其感知的大小。" +"相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空" +"间的Z距离会影响其感知的大小。" #: doc/classes/Camera.xml msgid "" @@ -14646,8 +14669,8 @@ msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" -"Frustum投影。通过该模式可以调整[member frustum_offset]来创建 \"tilted " -"frustum \"效果。" +"Frustum 投影。通过该模式可以调整 [member frustum_offset] 来创建“tilted " +"frustum”效果。" #: doc/classes/Camera.xml msgid "" @@ -14655,8 +14678,8 @@ msgid "" "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" -"保留水平长宽比,也称为Vert-缩放。这通常是在纵向模式下运行的项目的最佳选择,因" -"为较高的纵横比将从更宽的垂直视场中受益。" +"保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择," +"因为较高的纵横比将从更宽的垂直视场中受益。" #: doc/classes/Camera.xml msgid "" @@ -14783,16 +14806,16 @@ msgid "" "Returns the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" -"返回指定的边距。另请参阅[member drag_margin_bottom],[member " -"drag_margin_top],[member drag_margin_left]和[member drag_margin_right]。" +"返回指定的边距。另请参阅 [member drag_margin_bottom]、[member " +"drag_margin_top]、[member drag_margin_left] 和 [member drag_margin_right]。" #: doc/classes/Camera2D.xml msgid "" "Returns the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" -"返回指定的相机限制。请参阅 [member limit_bottom]、[member limit_top]、" -"[member limit_left]和[member limit_right]。" +"返回指定的相机限制。另请参阅 [member limit_bottom]、[member limit_top]、" +"[member limit_left] 和 [member limit_right]。" #: doc/classes/Camera2D.xml msgid "" @@ -14816,7 +14839,7 @@ msgid "" "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" "设置指定的边距。另请参阅 [member drag_margin_bottom]、[member " -"drag_margin_top]、[member drag_margin_left]和 [member drag_margin_right]。" +"drag_margin_top]、[member drag_margin_left] 和 [member drag_margin_right]。" #: doc/classes/Camera2D.xml msgid "" @@ -14824,11 +14847,11 @@ msgid "" "limit_top], [member limit_left], and [member limit_right]." msgstr "" "设置指定的相机限制。另请参阅 [member limit_bottom]、[member limit_top]、" -"[member limit_left]和[member limit_right]。" +"[member limit_left] 和 [member limit_right]。" #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." -msgstr "Camera2D的锚点。参阅[enum AnchorMode]常量。" +msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。" #: doc/classes/Camera2D.xml msgid "" @@ -14836,8 +14859,8 @@ msgid "" "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" -"如果 [code]true[/code],相机是当前场景的活动相机。当前只能有一台相机,所以设" -"置不同的相机[code]current[/code]将禁用这台相机。" +"如果为 [code]true[/code],相机是当前场景的活动相机。当前只能有一台相机,所以" +"设置不同的相机[code]current[/code]将禁用这台相机。" #: doc/classes/Camera2D.xml msgid "" @@ -14852,7 +14875,8 @@ msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动相机所需的底边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" +"拖动相机所需的底边距。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移" +"动。" #: doc/classes/Camera2D.xml msgid "" @@ -14860,29 +14884,32 @@ msgid "" "drag margins. If [code]false[/code], the camera moves horizontally " "regardless of margins." msgstr "" -"如果 [code]true[/code],相机仅在达到水平拖动边距时才移动。如果[code]false[/" -"code],相机会水平移动而不管边距。" +"如果为 [code]true[/code],相机仅在达到水平拖动边距时才移动。如果为 " +"[code]false[/code],相机会水平移动而不管边距。" #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动相机所需的左边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" +"拖动相机所需的左边缘。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移" +"动。" #: doc/classes/Camera2D.xml msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动相机所需的右边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" +"拖动相机所需的右边缘。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移" +"动。" #: doc/classes/Camera2D.xml msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动相机所需的上边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" +"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移" +"动。" #: doc/classes/Camera2D.xml msgid "" @@ -14890,23 +14917,23 @@ msgid "" "margins. If [code]false[/code], the camera moves vertically regardless of " "margins." msgstr "" -"如果 [code]true[/code],相机仅在达到垂直拖动边距时才移动。如果[code]false[/" -"code],相机会垂直移动而不管边距。" +"如果为 [code]true[/code],相机仅在达到垂直拖动边距时才移动。如果为 " +"[code]false[/code],相机会垂直移动而不管边距。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制相机的拖动边距矩形。" +msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制相机的极限矩形。" +msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制相机的画面矩形。" +msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。" #: doc/classes/Camera2D.xml msgid "" @@ -14991,8 +15018,8 @@ msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" -"当[member smoothing_enabled]为 [code]true[/code] 时,相机平滑效果的速度,以每" -"秒像素为单位。" +"当 [member smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果的速度,以" +"每秒像素为单位。" #: doc/classes/Camera2D.xml msgid "" @@ -15060,7 +15087,7 @@ msgstr "返回设备上的相机位置。" #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." -msgstr "如果[code]true[/code],则源是激活的。" +msgstr "如果为 [code]true[/code],则源是激活的。" #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." @@ -15171,7 +15198,7 @@ msgid "" "a shader." msgstr "" "该纹理可以访问 [CameraFeed] 提供的相机纹理。\n" -"[b]注意:[/b]许多相机提供需要在着色器中转换的 YCbCr 图像。" +"[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." @@ -15660,7 +15687,7 @@ msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" -"如果该 [CanvasItem] 目前是可见的,则将其隐藏。等价于将 [member visible] 设为 " +"如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 " "[code]false[/code]。" #: doc/classes/CanvasItem.xml @@ -15740,7 +15767,7 @@ msgid "" "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" -"如果该 [CanvasItem] 目前是隐藏的,则将其显示。等价于将 [member visible] 设为 " +"如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 " "[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用" "各种 [code]popup*()[/code] 函数的其中之一。" @@ -15749,17 +15776,17 @@ msgid "" "Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " "called on idle time to request redraw." msgstr "" -"将[CanvasItem]排队等待更新。在空闲时间将调用[constant NOTIFICATION_DRAW]以请" -"求重绘。" +"将 [CanvasItem] 排队等待更新。在空闲时间将调用 [constant NOTIFICATION_DRAW] " +"以请求重绘。" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." -msgstr "此[CanvasItem]在其中响应[Light2D]节点的渲染层。" +msgstr "此 [CanvasItem] 在其中响应 [Light2D] 节点的渲染层。" #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." -msgstr "在此[CanvasItem]上应用于纹理的材质。" +msgstr "在此 [CanvasItem] 上应用于纹理的材质。" #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." @@ -15774,19 +15801,19 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." -msgstr "如果[code]true[/code],则对象在其父对象后面绘制。" +msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." -msgstr "如果[code]true[/code],则对象在其父对象的顶部绘制。" +msgstr "如果为 [code]true[/code],则对象在其父对象的顶部绘制。" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" -"如果[code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项的" -"材质。" +"如果为 [code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项" +"的材质。" #: doc/classes/CanvasItem.xml msgid "" @@ -15797,9 +15824,9 @@ msgid "" "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" -"如果[code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见时," -"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 [code]true[/" -"code])。\n" +"如果为 [code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见" +"时,该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 " +"[code]true[/code])。\n" "[b]注意:[/b]对于继承了[Popup]的控件,使其可见的正确方法是调用多个" "[code]popup*()[/code]函数之一。" @@ -15820,8 +15847,8 @@ msgid "" "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" -"在物体[Rect2]边缘(位置或大小)改变,或有影响到边缘的操作(比如修改[member " -"Sprite.texture])时触发。" +"在物体 [Rect2] 边缘(位置或大小)改变,或有影响到边缘的操作(比如修改 " +"[member Sprite.texture])时触发。" #: doc/classes/CanvasItem.xml msgid "Emitted when the visibility (hidden/visible) changes." @@ -15933,7 +15960,7 @@ msgid "" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"如果 [code]true[/code],粒子动画将循环播放。\n" +"如果为 [code]true[/code],粒子动画将循环播放。\n" "[b]注意:[/b]只有当 [member particles_animation] 为 [code]true[/code] 时,该" "属性才会在编辑器中使用并可见。" @@ -16008,7 +16035,7 @@ msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" -"隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。等价于将 [member visible] 设为 " +"隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]false[/code]。" #: doc/classes/CanvasLayer.xml @@ -16016,7 +16043,7 @@ msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" -"显示该 [CanvasLayer] 下的所有 [CanvasItem]。等价于将 [member visible] 设为 " +"显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]true[/code]。" #: doc/classes/CanvasLayer.xml @@ -16256,8 +16283,8 @@ msgid "" "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" -"如果[code]true[/code],将绘制字符。如果[code]false[/code],则隐藏字符。隐藏字" -"符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的" +"如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。" +"隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的" "[member color]设置为[code]Color(1, 1, 1, 0)[/code]。" #: doc/classes/CheckBox.xml @@ -16605,7 +16632,7 @@ msgid "" "usage)[/code]." msgstr "" "返回 [code]class[/code] 或其父级的[code]信号[/code]数据。返回 [Dictionary] 并" -"带有以下键: [code]args[/code], [code]default_args[/code], [code]flags[/" +"带有以下键:[code]args[/code], [code]default_args[/code], [code]flags[/" "code], [code]id[/code], [code]name[/code], [code]return:(class_name, hint, " "hint_string, name, type, usage)[/code]。" @@ -16791,7 +16818,7 @@ msgid "" "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" -"接收未处理的事件 [InputEvent]。 [code]position[/code] 是鼠标指针在具有索引 " +"接收未处理的事件 [InputEvent]。[code]position[/code] 是鼠标指针在具有索引 " "[code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/code] 是该" "点表面的法向量。连接到 [signal input_event] 信号以轻松获取这些事件。" @@ -16832,7 +16859,7 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." -msgstr "如果[code]true[/code],则禁用形状所有者及其形状。" +msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes the given shape owner." @@ -16902,7 +16929,7 @@ msgstr "从给定的形状所有者中删除一个形状。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." -msgstr "如果[code]true[/code],则禁用给定的形状所有者。" +msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。" #: doc/classes/CollisionObject.xml msgid "Sets the [Transform] of the given shape owner." @@ -16945,8 +16972,8 @@ msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" -"如果[code]true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入事" -"件。" +"如果为 [code]true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入" +"事件。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" @@ -16965,7 +16992,7 @@ msgid "" "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the " "normal vector of the surface at that point." msgstr "" -"当对象收到未处理的 [InputEvent] 时发出。 [code]position[/code] 是鼠标指针在具" +"当对象收到未处理的 [InputEvent] 时发出。[code]position[/code] 是鼠标指针在具" "有索引 [code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/" "code] 是该点表面的法向量。" @@ -17006,9 +17033,9 @@ msgid "" "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" -"接受未处理的[InputEvent]。要求[member input_pickable]为 [code]true[/code]。 " -"[code]shape_idx[/code]被点击的[Shape2D]的子索引。连接到[code]input_event[/" -"code]信号即可轻松接收这些事件。" +"接受未处理的 [InputEvent]。要求 [member input_pickable] 为 [code]true[/" +"code]。[code]shape_idx[/code] 是被点击的 [Shape2D] 的子索引。连接到 " +"[code]input_event[/code] 信号即可轻松接收这些事件。" #: doc/classes/CollisionObject2D.xml msgid "" @@ -17114,8 +17141,8 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为 " -"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" +"当鼠标指针进入此对象的任何形状时触发。要求 [member input_pickable] 为 " +"[code]true[/code],并且至少要设置一个 [code]collision_layer[/code] 位。" #: doc/classes/CollisionObject2D.xml msgid "" @@ -17123,12 +17150,12 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为 " -"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" +"当鼠标指针退出此对象的所有形状时发出。要求 [member input_pickable] 为 " +"[code]true[/code],并且至少要设置一个 [code]collision_layer[/code] 位。" #: doc/classes/CollisionPolygon.xml msgid "Editor-only class for defining a collision polygon in 3D space." -msgstr "仅限编辑器的类,用于在3D空间中定义碰撞多边形。" +msgstr "仅限编辑器的类,用于在 3D 空间中定义碰撞多边形。" #: doc/classes/CollisionPolygon.xml msgid "" @@ -17149,13 +17176,13 @@ msgstr "产生的碰撞在垂直于其多边形的任一方向上延伸的长度 #: doc/classes/CollisionPolygon.xml msgid "If [code]true[/code], no collision will be produced." -msgstr "如果[code]true[/code],将不会产生碰撞。" +msgstr "如果为 [code]true[/code],将不会产生碰撞。" #: doc/classes/CollisionPolygon.xml msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." -msgstr "生成的[Shape]的碰撞边。参阅[member Shape.margin]获取更多细节。" +msgstr "生成的 [Shape] 的碰撞边。详情请参阅 [member Shape.margin]。" #: doc/classes/CollisionPolygon.xml msgid "" @@ -17173,19 +17200,19 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Defines a 2D collision polygon." -msgstr "定义2D碰撞多边形。" +msgstr "定义 2D 碰撞多边形。" #: doc/classes/CollisionPolygon2D.xml msgid "" "Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons " "can be drawn in the editor or specified by a list of vertices." msgstr "" -"为[CollisionObject2D]父级提供2D碰撞多边形。多边形可以在编辑器中绘制,也可以由" -"顶点列表指定。" +"为 [CollisionObject2D] 父级提供 2D 碰撞多边形。多边形可以在编辑器中绘制,也可" +"以由顶点列表指定。" #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode. Use one of the [enum BuildMode] constants." -msgstr "碰撞构建模式。使用[enum BuildMode]常量之一。" +msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." @@ -17231,7 +17258,7 @@ msgstr "碰撞将仅包括多边形边缘。" #: doc/classes/CollisionShape.xml msgid "Node that represents collision shape data in 3D space." -msgstr "表示3D空间中的碰撞形状数据的节点。" +msgstr "表示 3D 空间中的碰撞形状数据的节点。" #: doc/classes/CollisionShape.xml msgid "" @@ -17289,9 +17316,9 @@ msgid "" "shape_owner_get_shape] to get the actual shape." msgstr "" "编辑器功能,用于在2D空间中创建和编辑碰撞形状。您可以使用此节点表示各种碰撞形" -"状,例如,将其添加到[Area2D]以提供检测形状,或将其添加到[PhysicsBody2D]以创建" -"实体。 [b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用[method " -"CollisionObject2D.shape_owner_get_shape]获取实际形状。" +"状,例如,将其添加到 [Area2D] 以提供检测形状,或将其添加到 [PhysicsBody2D] 以" +"创建实体。[b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用 [method " +"CollisionObject2D.shape_owner_get_shape] 获取实际形状。" #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml @@ -17432,8 +17459,7 @@ msgid "" msgstr "" "根据 RGBA 值构造颜色,通常介于 0 和 1 之间。\n" "[codeblock]\n" -"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, " -"204)\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # 类似于 Color8(51, 255, 178, 204)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17467,7 +17493,7 @@ msgstr "" "返回对比度最高的颜色。\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = color.contrasted() # 等价于 RGBA(204, 229, 102, 255)\n" +"var contrasted_color = color.contrasted() # 相当于 RGBA(204, 229, 102, 255)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17479,7 +17505,7 @@ msgid "" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/codeblock]" msgstr "" -"返回一个新的颜色,这个颜色按指定的百分比(比例从0到1)变暗。\n" +"返回一个新的颜色,这个颜色按指定的百分比(比例从0 到 1)变暗。\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" @@ -17497,7 +17523,7 @@ msgstr "" "从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code] 和 [code]v[/" "code] 是 0 和 1 之间的值。\n" "[codeblock]\n" -"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # 等价于 HSV(210, 50, 79, " +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # 相当于 HSV(210, 50, 79, " "0.8) 或 Color8(100, 151, 201, 0.8)\n" "[/codeblock]" @@ -17537,7 +17563,7 @@ msgstr "" "返回反色 [code](1 - r, 1 - g, 1 - b, a)[/code]。\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" -"var inverted_color = color.inverted() # 等价于 Color(0.7, 0.6, 0.1)\n" +"var inverted_color = color.inverted() # 相当于 Color(0.7, 0.6, 0.1)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17558,10 +17584,10 @@ msgid "" "var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n" "[/codeblock]" msgstr "" -"返回将此颜色按指定百分比(比例从0到1)变浅后产生的新颜色。\n" +"返回将此颜色按指定百分比(比例从 0 到 1)变浅后产生的新颜色。\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" -"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n" +"var lightgreen = green.lightened(0.2) # 比普通的绿色要淡 20%\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17579,8 +17605,7 @@ msgstr "" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" -"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " -"0.0)\n" +"var li_c = c1.linear_interpolate(c2, 0.5) # 相当于 Color(0.5, 0.5, 0.0)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17593,11 +17618,11 @@ msgid "" "print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" -"返回转换为 ABGR 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ABGR 是默" -"认格式的转置版本。\n" +"返回转换为 ABGR 格式的 32 位整数的颜色,每个字节代表一个颜色通道。ABGR 是默认" +"格式的转置版本。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_abgr32()) # Prints 4281565439\n" +"print(color.to_abgr32()) # 输出 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17610,11 +17635,11 @@ msgid "" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" -"返回转换为 ABGR 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ABGR 是默认" -"格式的转置版本。\n" +"返回转换为 ABGR 格式的 64 位整数的颜色,每个字代表一个颜色通道。ABGR 是默认格" +"式的转置版本。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_abgr64()) # Prints -225178692812801\n" +"print(color.to_abgr64()) # 输出 -225178692812801\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17626,11 +17651,11 @@ msgid "" "print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" -"返回转换为 ARGB 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ARGB 与 " +"返回转换为 ARGB 格式的 32 位整数的颜色,每个字节代表一个颜色通道。ARGB 与 " "DirectX 更加兼容。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_argb32()) # Prints 4294934323\n" +"print(color.to_argb32()) # 输出 4294934323\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17642,11 +17667,11 @@ msgid "" "print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" -"返回转换为 ARGB 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ARGB 与 " +"返回转换为 ARGB 格式的 64 位整数的颜色,每个字代表一个颜色通道。ARGB 与 " "DirectX 更加兼容。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_argb64()) # Prints -2147470541\n" +"print(color.to_argb64()) # 输出 -2147470541\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17679,11 +17704,11 @@ msgid "" "print(color.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" msgstr "" -"返回转换为 RGBA 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 RGBA 是 " +"返回转换为 RGBA 格式的 32 位整数的颜色,每个字节代表一个颜色通道。RGBA 是 " "Godot 的默认格式。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_rgba32()) # Prints 4286526463\n" +"print(color.to_rgba32()) # 输出 4286526463\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17695,11 +17720,11 @@ msgid "" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" msgstr "" -"返回转换为 RGBA 格式的 64 位整数的颜色,每个字代表一个颜色通道。 RGBA 是 " +"返回转换为 RGBA 格式的 64 位整数的颜色,每个字代表一个颜色通道。RGBA 是 " "Godot 的默认格式。\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_rgba64()) # Prints -140736629309441\n" +"print(color.to_rgba64()) # 输出 -140736629309441\n" "[/codeblock]" #: doc/classes/Color.xml @@ -17713,7 +17738,7 @@ msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." -msgstr "[member a]的包装程序,使用的范围是0到255,而不是0到1。" +msgstr "[member a] 的封装器,使用的范围是 0 到 255,而不是 0 到 1。" #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." @@ -17721,7 +17746,7 @@ msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." -msgstr "[member b]的封装器,使用0到255的范围,而不是0到1。" +msgstr "[member b] 的封装器,使用 0 到 255 的范围,而不是 0 到 1。" #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." @@ -17729,27 +17754,27 @@ msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." -msgstr "[member g]的封装器,使用范围0到255而不是0到1。" +msgstr "[member g] 的封装器,使用范围 0 到 255 而不是 0 到 1。" #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." -msgstr "这个颜色的HSV色相,范围是0到1。" +msgstr "这个颜色的 HSV 色相,范围是 0 到 1。" #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." -msgstr "颜色的红色分量,通常在0到1的范围内。" +msgstr "颜色的红色分量,通常在 0 到 1 的范围内。" #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1." -msgstr "[member r]的封装器,使用0到255的范围而不是0到1。" +msgstr "[member r] 的封装器,使用 0 到 255 的范围而不是 0 到 1。" #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." -msgstr "该颜色的HSV饱和度,范围为0到1。" +msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。" #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." -msgstr "该颜色的HSV值(亮度),范围为0至1。" +msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。" #: doc/classes/Color.xml msgid "Alice blue color." @@ -17761,27 +17786,27 @@ msgstr "古董白。" #: doc/classes/Color.xml msgid "Aqua color." -msgstr "水色." +msgstr "水色。" #: doc/classes/Color.xml msgid "Aquamarine color." -msgstr "海蓝色." +msgstr "海蓝色。" #: doc/classes/Color.xml msgid "Azure color." -msgstr "天蓝色." +msgstr "天蓝色。" #: doc/classes/Color.xml msgid "Beige color." -msgstr "米黄色." +msgstr "米黄色。" #: doc/classes/Color.xml msgid "Bisque color." -msgstr "橘黄色." +msgstr "橘黄色。" #: doc/classes/Color.xml msgid "Black color." -msgstr "黑色." +msgstr "黑色。" #: doc/classes/Color.xml msgid "Blanche almond color." @@ -17789,7 +17814,7 @@ msgstr "布兰奇杏仁色。" #: doc/classes/Color.xml msgid "Blue color." -msgstr "蓝色." +msgstr "蓝色。" #: doc/classes/Color.xml msgid "Blue violet color." @@ -17797,7 +17822,7 @@ msgstr "蓝紫色的颜色。" #: doc/classes/Color.xml msgid "Brown color." -msgstr "棕色." +msgstr "棕色。" #: doc/classes/Color.xml msgid "Burly wood color." @@ -17809,15 +17834,15 @@ msgstr "军服蓝。" #: doc/classes/Color.xml msgid "Chartreuse color." -msgstr "黄褐色." +msgstr "黄褐色。" #: doc/classes/Color.xml msgid "Chocolate color." -msgstr "巧克力色." +msgstr "巧克力色。" #: doc/classes/Color.xml msgid "Coral color." -msgstr "珊瑚色." +msgstr "珊瑚色。" #: doc/classes/Color.xml msgid "Cornflower color." @@ -18379,8 +18404,8 @@ msgid "" "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" -"如果[code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠标移" -"动事件中也会立即应用(会造成性能问题)。" +"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠" +"标移动事件中也会立即应用(会造成性能问题)。" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], shows an alpha channel slider (opacity)." @@ -18509,7 +18534,8 @@ msgstr "" msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." -msgstr "如果 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。" +msgstr "" +"如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." @@ -18608,7 +18634,7 @@ msgid "" msgstr "" "填充颜色。\n" "[codeblock]\n" -"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" +"$ColorRect.color = Color(1, 0, 0, 1) # 将 ColorRect 设为红色。\n" "[/codeblock]" #: doc/classes/ConcavePolygonShape.xml @@ -18664,7 +18690,7 @@ msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." -msgstr "组成[ConcavePolygonShape2D]线段的点的数组。" +msgstr "组成 [ConcavePolygonShape2D] 线段的点的数组。" #: doc/classes/ConeTwistJoint.xml msgid "A twist joint between two 3D PhysicsBodies." @@ -18725,7 +18751,7 @@ msgid "" "Twist is locked if below 0.05." msgstr "" "扭曲是绕扭曲轴的旋转,此值定义了关节可以扭曲多远。\n" -"如果低于0.05,则扭曲被锁定。" +"如果低于 0.05,则扭曲被锁定。" #: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml @@ -18895,9 +18921,9 @@ msgid "" "[code]default[/code] value. If [code]default[/code] is not specified or set " "to [code]null[/code], an error is also raised." msgstr "" -"返回指定部分和键的当前值。如果节或键不存在,本方法返回后备值[code]default[/" -"code]。如果没有指定[code]default[/code]或者设置为[code]null[/code],也会引发" -"一个错误。" +"返回指定部分和键的当前值。如果节或键不存在,本方法返回后备值 [code]default[/" +"code]。如果没有指定 [code]default[/code] 或者设置为 [code]null[/code],也会引" +"发一个错误。" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." @@ -18914,9 +18940,9 @@ msgid "" "on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的[ConfigFile]" -"对象中。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 " +"[ConfigFile] 对象中。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18925,9 +18951,9 @@ msgid "" "the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"加载指定为参数的加密配置文件,使用提供的[code]key[/code]对其解密。解析文件的" -"内容并将其加载到调用该方法的[ConfigFile]对象中。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"加载指定为参数的加密配置文件,使用提供的 [code]key[/code] 对其解密。解析文件" +"的内容并将其加载到调用该方法的 [ConfigFile] 对象中。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18936,9 +18962,9 @@ msgid "" "loaded in the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"加载作为参数的加密配置文件,使用提供的[code]password[/code]解密。该文件的内容" -"被解析并加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"加载作为参数的加密配置文件,使用提供的 [code]password[/code] 解密。该文件的内" +"容被解析并加载到调用该方法的 [ConfigFile] 对象中。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18956,9 +18982,9 @@ msgid "" "parameter. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"将[ConfigFile]对象的内容保存到指定为参数的文件中。输出文件使用INI样式的结" +"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结" "构。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18967,9 +18993,9 @@ msgid "" "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"使用提供的[code]key[/code]将[ConfigFile]对象的内容保存到作为参数指定的AES-256" -"加密文件中。输出文件使用INI样式的结构。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"使用提供的 [code]key[/code] 将 [ConfigFile] 对象的内容保存到作为参数指定的 " +"AES-256 加密文件中。输出文件使用 INI 样式的结构。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18978,9 +19004,9 @@ msgid "" "encrypt it. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"将[ConfigFile]对象的内容保存到作为参数指定的AES-256加密文件中,使用提供的" -"[code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n" -"返回 [enum Error] 代码常量之一 (成功时返回 [code]OK[/code])。" +"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供" +"的 [code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18989,9 +19015,9 @@ msgid "" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" -"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递" -"一个[code]null[/code]的值就会删除指定的键,如果键被删除后,键最终是空的,就会" -"删除节。" +"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 " +"[code]null[/code] 值就会删除指定的键,如果键被删除后,键最终是空的,就会删除" +"节。" #: doc/classes/ConfirmationDialog.xml msgid "Dialog for confirmation of actions." @@ -19007,7 +19033,7 @@ msgid "" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." msgstr "" -"用于确认操作的对话框。这个对话框继承自[AcceptDialog],但默认有一个确定和取消" +"用于确认操作的对话框。这个对话框继承自 [AcceptDialog],但默认有一个确定和取消" "按钮(按主机操作系统顺序)。\n" "要获得取消操作,你可以使用\n" "[codeblock]\n" @@ -19103,26 +19129,26 @@ msgid "" "code] methods provided by this class." msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形、相对于其父控件或" -"当前视窗的锚点位置以及表示锚点偏移的边距。 当节点、其任何父节点或屏幕尺寸发生" +"当前视窗的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生" "变化时,边距会自动更新。\n" -"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。 " -"要构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" +"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。要" +"构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" "素。\n" "[b]用户界面节点和输入[/b]\n" -"Godot 首先通过调用 [method Node._input] 将输入事件发送到场景的根节点。 " -"[method Node._input] 将事件沿节点树向下转发到鼠标光标下或键盘焦点上的节点。 " -"为此,它调用 [method MainLoop._input_event]。 调用 [method accept_event] 以便" -"没有其他节点收到该事件。 一旦你接受一个输入,它就会被处理,所以 [method Node." +"Godot 首先通过调用 [method Node._input] 将输入事件发送到场景的根节点。" +"[method Node._input] 将事件沿节点树向下转发到鼠标光标下或键盘焦点上的节点。为" +"此,它调用 [method MainLoop._input_event]。调用 [method accept_event] 以便没" +"有其他节点收到该事件。一旦你接受一个输入,它就会被处理,所以 [method Node." "_unhandled_input] 不会处理它。\n" -"只有一个 [Control] 节点可以处于键盘焦点。 只有处于焦点的节点才会接收键盘事" -"件。 要获得焦点,请调用 [method grab_focus]。在另一个节点获得聚焦时 " -"[Control] 节点会失去焦点,或者您隐藏焦点中的节点。\n" +"只有一个 [Control] 节点可以处于键盘焦点。只有处于焦点的节点才会接收键盘事件。" +"要获得焦点,请调用 [method grab_focus]。在另一个节点获得聚焦时 [Control] 节点" +"会失去焦点,或者您隐藏焦点中的节点。\n" "将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 以告诉 " -"[Control] 节点忽略鼠标或触摸事件。 如果您在按钮顶部放置一个图标,您将需要" +"[Control] 节点忽略鼠标或触摸事件。如果您在按钮顶部放置一个图标,您将需要" "它。\n" -"[Theme] 资源更改控件的外观。 如果您更改 [Control] 节点上的 [Theme],则会影响" -"其所有子节点。 要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法" -"之一,例如 [method add_font_override]。 您可以使用检查器覆盖主题。\n" +"[Theme] 资源更改控件的外观。如果您更改 [Control] 节点上的 [Theme],则会影响其" +"所有子节点。要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法之" +"一,例如 [method add_font_override]。您可以使用检查器覆盖主题。\n" "[b]注意:[/b]主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method " "Object.get] 和 [method Object.set] 访问它们的值。请换用 [method get_color]、" "[method get_constant]、[method get_font]、[method get_icon]、[method " @@ -19249,7 +19275,7 @@ msgid "" "[/codeblock]" msgstr "" "由用户实现的虚方法。返回一个 [Control] 节点,该节点应用作工具提示而不是默认节" -"点。 [code]for_text[/code] 包含 [member hint_tooltip] 属性的内容。\n" +"点。[code]for_text[/code] 包含 [member hint_tooltip] 属性的内容。\n" "返回的节点必须是 [Control] 或 Control-derived 类型。它可以有任何类型的子节" "点。当工具提示消失时它会被释放,因此请确保你始终提供一个新实例(如果你想使用" "场景树中预先存在的节点,可以复制它并传递复制的实例)。当返回 [code]null[/" @@ -19448,10 +19474,10 @@ msgid "" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" -"Godot调用此方法以将控件的[method get_drag_data]结果中的[code]data[/code]传递" -"给您。 Godot首先调用[method can_drop_data]来测试是否允许[code]data[/code]在" -"[code]position[/code]处删除,其中[code]position[/code]对于此控件而言是本地" -"的。\n" +"Godot 调用此方法以将控件的 [method get_drag_data] 结果中的 [code]data[/code] " +"传递给您。Godot 首先调用 [method can_drop_data] 来测试是否允许 [code]data[/" +"code] 在 [code]position[/code] 处删除,其中 [code]position[/code] 对于此控件" +"而言是本地的。\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" @@ -19463,12 +19489,12 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." -msgstr "找到下一个可以接受焦点的[Control],在树的下方。" +msgstr "找到下一个可以接受焦点的 [Control],在树的下方。" #: doc/classes/Control.xml msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." -msgstr "找到可以接收焦点的上一个[Control],在树的上方。" +msgstr "找到可以接收焦点的上一个 [Control],在树的上方。" #: doc/classes/Control.xml msgid "" @@ -19479,11 +19505,11 @@ msgid "" "The methods [method can_drop_data] and [method drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" -"通过传递[code]data[/code]和[code]preview[/code]强制拖动并绕过[method " -"get_drag_data]和[method set_drag_preview]。即使鼠标既不在该控件上,也未在该控" -"件上按下,都将开始拖动。\n" -"方法[method can_drop_data]和[method drop_data]必须在要接收放置数据的控件上实" -"现。" +"通过传递 [code]data[/code] 和 [code]preview[/code] 强制拖动并绕过 [method " +"get_drag_data] 和 [method set_drag_preview]。即使鼠标既不在该控件上,也未在该" +"控件上按下,都将开始拖动。\n" +"[method can_drop_data] 和 [method drop_data] 方法必须在要接收放置数据的控件上" +"实现。" #: doc/classes/Control.xml msgid "" @@ -19548,7 +19574,8 @@ msgstr "" msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." -msgstr "返回[member rect_min_size]和[method get_minimum_size]的组合最小大小。" +msgstr "" +"返回 [member rect_min_size] 和 [method get_minimum_size] 的组合最小大小。" #: doc/classes/Control.xml msgid "" @@ -19584,12 +19611,12 @@ msgid "" " return mydata\n" "[/codeblock]" msgstr "" -"Godot调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" -"据,则返回 [code]null[/code]。想要接收放置数据的控件应实现[method " -"can_drop_data]和[method drop_data]。 [code]position[/code]在此控件中是本地" -"的。可以使用[method force_drag]强制拖动。\n" -"可以使用[method set_drag_preview]设置跟随鼠标的预览,该预览将代表数据。设置预" -"览的好时机就是这种方法。\n" +"Godot 调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的" +"数据,则返回 [code]null[/code]。想要接收放置数据的控件应实现 [method " +"can_drop_data] 和 [method drop_data]。[code]position[/code] 在此控件中是本地" +"的。可以使用 [method force_drag] 强制拖动。\n" +"可以使用 [method set_drag_preview] 设置跟随鼠标的预览,该预览将代表数据。设置" +"预览的好时机就是这种方法。\n" "[codeblock]\n" "func get_drag_data(position):\n" " var mydata = make_data()\n" @@ -19599,7 +19626,7 @@ msgstr "" #: doc/classes/Control.xml msgid "Returns [member margin_right] and [member margin_bottom]." -msgstr "返回[member margin_right]和[member margin_bottom]。" +msgstr "返回 [member margin_right] 和 [member margin_bottom]。" #: doc/classes/Control.xml msgid "" @@ -19608,9 +19635,9 @@ msgid "" "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" -"返回由[enum Margin]枚举的[code]margin[/code]常量标识的焦点邻居。 [member " -"focus_neighbour_bottom],[member focus_neighbour_left],[member " -"focus_neighbour_right]和[member focus_neighbour_top]的获取方法。" +"返回由 [enum Margin] 枚举的 [code]margin[/code] 常量标识的焦点邻居。[member " +"focus_neighbour_bottom]、[member focus_neighbour_left]、[member " +"focus_neighbour_right]、[member focus_neighbour_top] 的获取方法。" #: doc/classes/Control.xml msgid "" @@ -19633,7 +19660,7 @@ msgid "" "Returns the position and size of the control relative to the top-left corner " "of the screen. See [member rect_position] and [member rect_size]." msgstr "" -"返回控件相对于屏幕左上角的位置和大小。请参阅[member rect_position]和[member " +"返回控件相对于屏幕左上角的位置和大小。见 [member rect_position] 和 [member " "rect_size]。" #: doc/classes/Control.xml @@ -19659,7 +19686,7 @@ msgstr "" #: doc/classes/Control.xml msgid "Returns the minimum size for this control. See [member rect_min_size]." -msgstr "返回此控件的最小尺寸。参阅[member rect_min_size]。" +msgstr "返回此控件的最小尺寸。见 [member rect_min_size]。" #: doc/classes/Control.xml msgid "Returns the width/height occupied in the parent control." @@ -19674,7 +19701,7 @@ msgid "" "Returns the position and size of the control relative to the top-left corner " "of the parent Control. See [member rect_position] and [member rect_size]." msgstr "" -"返回相对于父控件左上角的控件的位置和大小。请参阅[member rect_position]和" +"返回相对于父控件左上角的控件的位置和大小。见 [member rect_position] 和 " "[member rect_size]。" #: doc/classes/Control.xml @@ -19975,7 +20002,7 @@ msgid "" "also be updated." msgstr "" "将锚点设置为预设 [code]preset[/code],取值范围为 [enum Control.LayoutPreset] " -"枚举。等效于在 2D 编辑器中使用布局菜单。\n" +"枚举。相当于在 2D 编辑器中使用布局菜单。\n" "如果 [code]keep_margins[/code] 是 [code]true[/code],控件的位置也会更新。" #: doc/classes/Control.xml @@ -20106,9 +20133,9 @@ msgid "" "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" -"设置由[enum Margin]枚举到[code]offset[/code]的[code]margin[/code]常量所标识的" -"边距。用于[member margin_bottom],[member margin_left],[member margin_right]" -"和[member margin_top]的设置方法。" +"设置由 [enum Margin] 枚举到 [code]offset[/code] 的 [code]margin[/code] 常量所" +"标识的边距。用于 [member margin_bottom]、[member margin_left]、[member " +"margin_right]、[member margin_top] 的设置方法。" #: doc/classes/Control.xml msgid "" @@ -20122,8 +20149,8 @@ msgid "" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" -"从 [enum Control.LayoutPreset] 枚举将边距设置为 [code]preset[/code]。这是等效" -"于在 2D 编辑器中使用布局菜单的编码。\n" +"从 [enum Control.LayoutPreset] 枚举将边距设置为 [code]preset[/code]。相当于" +"在 2D 编辑器中使用布局菜单的编码。\n" "使用参数 [code]resize_mode[/code] 和 [enum Control.LayoutPresetMode] 中的常量" "来更好地确定 [Control] 的最终大小。如果与更改大小的预设一起使用,则常规大小将" "被忽略,例如[code]PRESET_LEFT_WIDE[/code]。\n" @@ -20149,8 +20176,8 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"设置控件的大小(参阅[member rect_size])。\n" -"如果[code]keep_margins[/code]是[code]true[/code],则会更新控件的锚点而不是页" +"设置控件的大小(见 [member rect_size])。\n" +"如果 [code]keep_margins[/code] 为 [code]true[/code],则会更新控件的锚点而不是" "边距。" #: doc/classes/Control.xml @@ -20184,8 +20211,8 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" -"将节点的底部边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它" -"会更改底部边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。" +"将节点的底边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它会" +"更改底部边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。" #: doc/classes/Control.xml msgid "" @@ -20376,7 +20403,7 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点底边与其父控件之间的距离,基于 [member anchor_bottom]。\n" +"节点的底边缘与其父控件之间的距离,基于 [member anchor_bottom]。\n" "边距通常由一个或多个父 [Container] 节点控制,因此,如果您的节点是 " "[Container] 的直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会" "自动更新。" @@ -20415,7 +20442,7 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点的顶边与其父控件之间的距离,基于 [member anchor_top]。\n" +"节点的顶边缘与其父控件之间的距离,基于 [member anchor_top]。\n" "边距通常由一个或多个父 [Container] 节点控制,所以如果您的节点是 [Container] " "的直接子节点,您不应该手动修改它们。当您移动或调整节点大小时,边距会自动更" "新。" @@ -20427,9 +20454,9 @@ msgid "" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" -"此控件的默认光标形状。对于Godot插件和使用系统鼠标光标的应用程序或游戏很有" +"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有" "用。\n" -"[b]注意:[/b]在Linux上,形状可能会有所不同,具体取决于系统的光标主题。" +"[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。" #: doc/classes/Control.xml msgid "" @@ -20438,9 +20465,9 @@ msgid "" "Also controls whether the control can receive the [signal mouse_entered], " "and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" -"控制控件是否能够通过[method _gui_input]接收鼠标按钮输入事件,以及如何处理这些" -"事件。还控制控件是否能接收[signal mouse_entered]和[signal mouse_exited]信号。" -"参阅常量来了解每个常量的作用。" +"控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这" +"些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] " +"信号。参阅常量来了解每个常量的作用。" #: doc/classes/Control.xml msgid "" @@ -20448,8 +20475,8 @@ msgid "" "to this control's rectangle. If [code]true[/code], parts of a child which " "would be visibly outside of this control's rectangle will not be rendered." msgstr "" -"启用是否应将基于[CanvasItem]的子控件渲染到该控件的矩形上。如果[code]true[/" -"code],则不会渲染子控件中明显在矩形之外的部分。" +"启用是否应将基于 [CanvasItem] 的子控件渲染到该控件的矩形上。如果为 " +"[code]true[/code],则不会渲染子控件中明显在矩形之外的部分。" #: doc/classes/Control.xml msgid "" @@ -20464,9 +20491,9 @@ msgid "" "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" -"节点的边界矩形的最小尺寸。如果你将它设置为大于(0,0)的值,节点的边界矩形将始" -"终至少有这个大小,即使它的内容更小。如果设置为(0,0),节点的大小会自动适应其" -"内容,无论是纹理还是子节点。" +"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将" +"始终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应" +"其内容,无论是纹理还是子节点。" #: doc/classes/Control.xml msgid "" @@ -20529,7 +20556,7 @@ msgstr "" msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." -msgstr "节点边界矩形的大小,以像素为单位。 [Container]节点会自动更新此属性。" +msgstr "节点边界矩形的大小,以像素为单位。[Container]节点会自动更新此属性。" #: doc/classes/Control.xml msgid "" @@ -20537,8 +20564,8 @@ msgid "" "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" -"告诉父[Container]节点应如何调整尺寸并将其放置在X轴上。使用[enum SizeFlags]常" -"量之一更改标志。查看常量以了解每个常量的作用。" +"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum " +"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。" #: doc/classes/Control.xml msgid "" @@ -20558,14 +20585,14 @@ msgid "" "on the Y axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" -"告诉父[Container]节点应如何调整尺寸并将其放置在X轴上。使用[enum SizeFlags]常" -"量之一更改标志。查看常量以了解每个常量的作用。" +"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum " +"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。" #: doc/classes/Control.xml msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." -msgstr "更改此属性将替换该节点及其所有[Control]子级使用的当前[Theme]资源。" +msgstr "更改此属性将替换该节点及其所有 [Control] 子级使用的当前 [Theme] 资源。" #: doc/classes/Control.xml msgid "" @@ -20615,7 +20642,7 @@ msgstr "当节点的最小大小更改时发出。" #: doc/classes/Control.xml msgid "Emitted when a modal [Control] is closed. See [method show_modal]." -msgstr "当模态控件[Control]被关闭时触发。参阅[method show_modal]。" +msgstr "当模态控件 [Control] 被关闭时触发。见 [method show_modal]。" #: doc/classes/Control.xml msgid "" @@ -20669,7 +20696,7 @@ msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" -"当大小标志之一更改时发出。请参阅[member size_flags_horizontal]和[member " +"当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" #: doc/classes/Control.xml @@ -20692,7 +20719,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." -msgstr "当节点更改大小时发送。使用[member rect_size]获取新大小。" +msgstr "当节点更改大小时发送。使用 [member rect_size] 获取新大小。" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." @@ -20721,27 +20748,27 @@ msgstr "" #: doc/classes/Control.xml msgid "Sent when an open modal dialog closes. See [method show_modal]." -msgstr "当一个打开的模态对话框关闭时发送。参阅[method show_modal]。" +msgstr "当一个打开的模态对话框关闭时发送。见 [method show_modal]。" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." -msgstr "当此节点在已开始滚动的[ScrollContainer]内部时发送。" +msgstr "当此节点在已开始滚动的 [ScrollContainer] 内部时发送。" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." -msgstr "当此节点在已停止滚动的[ScrollContainer]内部时发送。" +msgstr "当此节点在已停止滚动的 [ScrollContainer] 内部时发送。" #: doc/classes/Control.xml msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" -"当用户将节点悬停时,显示系统的箭头鼠标光标。与[member " -"mouse_default_cursor_shape]成员一起使用。" +"当用户将节点悬停时,显示系统的箭头鼠标光标。与 [member " +"mouse_default_cursor_shape] 成员一起使用。" #: doc/classes/Control.xml msgid "" @@ -20749,7 +20776,7 @@ msgid "" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" -"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“ I”。它" +"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“I”。它" "告诉用户他们可以突出显示或插入文本。" #: doc/classes/Control.xml @@ -20833,8 +20860,8 @@ msgid "" "they can resize the window or the panel both horizontally and vertically." msgstr "" "当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左" -"上角到右下角,与[constant CURSOR_BDIAGSIZE]相反。它告诉用户可以水平和垂直调整" -"窗口或面板的大小。" +"上角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调" +"整窗口或面板的大小。" #: doc/classes/Control.xml msgid "" @@ -20843,23 +20870,23 @@ msgid "" "a UI element freely." msgstr "" "当用户将节点悬停时,显示系统的移动鼠标光标。它以90度角显示2个双向箭头。它告诉" -"用户他们可以自由移动UI元素。" +"用户他们可以自由移动 UI 元素。" #: doc/classes/Control.xml msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" -"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上,它与 " -"[constant CURSOR_VSIZE] 相同。" +"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上与 [constant " +"CURSOR_VSIZE] 相同。" #: doc/classes/Control.xml msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" -"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在Windows上,它与[constant " -"CURSOR_HSIZE]相同。" +"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在 Windows 上与 [constant " +"CURSOR_HSIZE] 相同。" #: doc/classes/Control.xml msgid "" @@ -21004,7 +21031,7 @@ msgid "" "editor. Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件的各个角。应用此预设后,将所有 4 个页边距设置为 " -"0,[Control] 将适合其上级控件。这等效于编辑器中的“整个矩形”布局选项。与 " +"0,[Control] 将适合其上级控件。相当于编辑器中的“整个矩形”布局选项。与 " "[method set_anchors_preset] 一起使用。" #: doc/classes/Control.xml @@ -21070,9 +21097,9 @@ msgid "" "flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" -"告诉父级[Container]将节点与其末端(底部或右侧)对齐。它不适用于fill或expand " -"size标志。与[member size_flags_horizontal]和[member size_flags_vertical]一起" -"使用。" +"告诉父级 [Container] 将节点与其末端(底部或右侧)对齐。它不适用于 fill 或 " +"expand size 标志。与 [member size_flags_horizontal] 和 [member " +"size_flags_vertical] 一起使用。" #: doc/classes/Control.xml msgid "" @@ -21163,20 +21190,20 @@ msgstr "" #: doc/classes/ConvexPolygonShape.xml msgid "Convex polygon shape for 3D physics." -msgstr "用于3D物理的凸多边形形状。" +msgstr "用于 3D 物理的凸多边形形状。" #: doc/classes/ConvexPolygonShape.xml msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." -msgstr "凸多边形形状资源,可以添加到[PhysicsBody]或area区域。" +msgstr "凸多边形形状资源,可以添加到 [PhysicsBody] 或区域。" #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." -msgstr "形成凸多边形的3D点列表。" +msgstr "形成凸多边形的 3D 点列表。" #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." -msgstr "用于2D物理的凸多边形形状。" +msgstr "用于 2D 物理的凸多边形形状。" #: doc/classes/ConvexPolygonShape2D.xml msgid "" @@ -21189,12 +21216,12 @@ msgid "" "uses a more complex method of collision detection, and a convex one forces " "itself to be convex in order to speed up collision detection." msgstr "" -"用于2D物理的凸多边形形状。凸多边形,无论其形状如何,都可以在内部分解为所需数" -"量的凸多边形,以确保始终对凸多边形执行所有针对它的碰撞检查(检查速度更" +"用于 2D 物理的凸多边形形状。凸多边形,无论其形状如何,都可以在内部分解为所需" +"数量的凸多边形,以确保始终对凸多边形执行所有针对它的碰撞检查(检查速度更" "快)。\n" -"[ConvexPolygonShape2D]和[ConcavePolygonShape2D]之间的主要区别在于,凹面多边形" -"假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸面," -"以加快碰撞检测的速度。" +"[ConvexPolygonShape2D] 和 [ConcavePolygonShape2D] 之间的主要区别在于,凹面多" +"边形假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸" +"面,以加快碰撞检测的速度。" #: doc/classes/ConvexPolygonShape2D.xml msgid "" @@ -21203,7 +21230,7 @@ msgid "" "points. See [method Geometry.convex_hull_2d] for details." msgstr "" "基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需" -"要的点。参阅[method Geometry.convex_hull_2d]。" +"要的点。详情请参阅 [method Geometry.convex_hull_2d]。" #: doc/classes/ConvexPolygonShape2D.xml msgid "" @@ -21242,21 +21269,21 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the base value of the parameter specified by [enum Parameter]." -msgstr "返回由[enum Parameter]指定的参数的基值。" +msgstr "返回由 [enum Parameter] 指定的参数的基值。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." -msgstr "返回由[enum Parameter]指定的参数的[Curve]。" +msgstr "返回由 [enum Parameter] 指定的参数的 [Curve]。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." -msgstr "返回[enum Parameter]指定的参数的随机性系数。" +msgstr "返回由 [enum Parameter] 指定的参数的随机性系数。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." -msgstr "返回给定标志的启用状态(有关选项,请参阅[enum Flags])。" +msgstr "返回给定标志的启用状态(有关选项,请参阅 [enum Flags])。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." @@ -21264,20 +21291,20 @@ msgstr "重新启动粒子发射器。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." -msgstr "设置[enum Parameter]指定的参数的基值。" +msgstr "设置 [enum Parameter] 指定的参数的基值。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." -msgstr "设置[enum Parameter]指定的参数的[Curve]。" +msgstr "设置 [enum Parameter] 指定的参数的 [Curve]。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." -msgstr "设置[enum Parameter]指定的参数的随机性因子。" +msgstr "设置 [enum Parameter] 指定的参数的随机性因子。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." -msgstr "启用或禁用给定标志(有关选项,请参阅[enum Flags])。" +msgstr "启用或禁用给定标志(有关选项,请参阅 [enum Flags])。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml @@ -21288,9 +21315,9 @@ msgid "" "therefore removing all particles that were already emitted before changing " "[member amount]." msgstr "" -"在一个发射周期内排放的粒子数(对应于[member lifetime])。\n" -"[b]注意:[/b]改变[member amount]将重置粒子发射,因此,在改变[member amount]之" -"前已经排放的所有粒子将被移除。" +"在一个发射周期内排放的粒子数(对应于 [member lifetime])。\n" +"[b]注意:[/b]改变 [member amount] 将重置粒子发射,因此,在改变 [member " +"amount] 之前已经排放的所有粒子将被移除。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Initial rotation applied to each particle, in degrees." @@ -21298,7 +21325,7 @@ msgstr "应用于每个粒子的初始旋转(以度为单位)。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's rotation will be animated along this [Curve]." -msgstr "每个粒子的旋转将沿此[Curve]进行动画处理。" +msgstr "每个粒子的旋转将沿此 [Curve] 进行动画处理。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21313,7 +21340,7 @@ msgstr "应用于每个粒子的初始角速度,单位为[i]度[/i]每秒。 #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." -msgstr "每个粒子的角速度将沿此[Curve]变化。" +msgstr "每个粒子的角速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21327,7 +21354,7 @@ msgstr "粒子动画偏移量。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation offset will vary along this [Curve]." -msgstr "每个粒子的动画偏移将沿此[Curve]变化。" +msgstr "每个粒子的动画偏移将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21341,7 +21368,7 @@ msgstr "粒子动画速度。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation speed will vary along this [Curve]." -msgstr "每个粒子的动画速度将沿此[Curve]变化。" +msgstr "每个粒子的动画速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21380,7 +21407,7 @@ msgstr "粒子失去速度的速率。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Damping will vary along this [Curve]." -msgstr "阻尼将沿着这条[Gradient]变化。" +msgstr "阻尼将沿着这条 [Gradient] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21395,7 +21422,7 @@ msgstr "指定粒子发射方向的单位向量。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particle draw order. Uses [enum DrawOrder] values." -msgstr "粒子绘制顺序。使用[enum DrawOrder]值。" +msgstr "粒子绘制顺序。使用 [enum DrawOrder] 值。" #: doc/classes/CPUParticles.xml msgid "" @@ -21410,65 +21437,65 @@ msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" -"设置[Color]以使用[constant EMISSION_SHAPE_POINTS]或[constant " -"EMISSION_SHAPE_DIRECTED_POINTS]来调制粒子。" +"设置 [Color] 以使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " +"EMISSION_SHAPE_DIRECTED_POINTS] 来调制粒子。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." -msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。" +msgstr "设置使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 时粒子发射的方向。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" -"设置使用[constant EMISSION_SHAPE_POINTS]或[constant " -"EMISSION_SHAPE_DIRECTED_POINTS]时产生粒子的初始位置。" +"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " +"EMISSION_SHAPE_DIRECTED_POINTS] 时产生粒子的初始位置。" #: doc/classes/CPUParticles.xml msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的轴。" +msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的轴。" #: doc/classes/CPUParticles.xml msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的高度。" +msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的高度。" #: doc/classes/CPUParticles.xml msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的内半径。" +msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的内半径。" #: doc/classes/CPUParticles.xml msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的半径。" +msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的半径。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." -msgstr "粒子将在此区域内发射。有关可能的值,请参阅[enum EmissionShape]。" +msgstr "粒子将在此区域内发射。可能的取值见 [enum EmissionShape]。" #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" -"如果[enum EmissionShape]设置为[constant EMISSION_SHAPE_SPHERE],则球体的半" +"如果 [enum EmissionShape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体的半" "径。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "If [code]true[/code], particles are being emitted." -msgstr "如果[code]true[/code],则正在发射粒子。" +msgstr "如果为 [code]true[/code],则正在发射粒子。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml @@ -21486,8 +21513,8 @@ msgid "" "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" -"粒子系统的帧速率固定为一个值。例如,将值更改为2将使粒子以每秒2帧的速度渲染。" -"请注意,这不会减慢粒子系统本身的速度。" +"粒子系统的帧速率固定为一个值。例如,将值更改为 2 将使粒子以每秒 2 帧的速度渲" +"染。请注意,这不会减慢粒子系统本身的速度。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21516,7 +21543,8 @@ msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" -"如果[code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效果。" +"如果为 [code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效" +"果。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21567,7 +21595,7 @@ msgstr "沿运动方向施加到每个粒子的线性加速度。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's linear acceleration will vary along this [Curve]." -msgstr "每个粒子的线性加速度将沿此[Curve]变化。" +msgstr "每个粒子的线性加速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21580,14 +21608,14 @@ msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" -"如果[code]true[/code],则粒子将使用父节点的坐标空间。如果[code]false[/code]," -"则使用全局坐标。" +"如果为 [code]true[/code],则粒子将使用父节点的坐标空间。如果为 [code]false[/" +"code],则使用全局坐标。" #: doc/classes/CPUParticles.xml msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." -msgstr "每个粒子使用的[Mesh]。如果[code]null[/code],则粒子将是球形。" +msgstr "每个粒子使用的 [Mesh]。如果[code]null[/code],则粒子将是球形。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml @@ -21595,7 +21623,7 @@ msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" -"如果 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/" +"如果为 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/" "code],则排放将在周期结束时停止。" #: doc/classes/CPUParticles.xml @@ -21612,7 +21640,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." -msgstr "每个粒子的轨道速度将沿此[Curve]变化。" +msgstr "每个粒子的轨道速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21633,7 +21661,7 @@ msgstr "径向加速度应用于每个粒子。使粒子加速远离原点。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." -msgstr "每个粒子的径向加速度将沿此[Curve]变化。" +msgstr "每个粒子的径向加速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21652,7 +21680,7 @@ msgstr "初始比例应用于每个粒子。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." -msgstr "每个粒子的比例将随着[Curve]的变化而变化。" +msgstr "每个粒子的比例将随着 [Curve] 的变化而变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21685,7 +21713,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." -msgstr "每个粒子的切向加速度将沿此[Curve]变化。" +msgstr "每个粒子的切向加速度将沿此 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21805,7 +21833,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." -msgstr "表示[enum Parameter]枚举的大小。" +msgstr "表示 [enum Parameter] 枚举的大小。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." @@ -21823,7 +21851,7 @@ msgstr "用于在 [method set_particle_flag] 中设置 [member flag_disable_z] #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Flags] enum." -msgstr "表示[enum Flags]枚举的大小。" +msgstr "表示 [enum Flags] 枚举的大小。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21844,8 +21872,8 @@ msgid "" "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" -"粒子将在[member emission_points]中随机选择的位置发射。粒子颜色将通过[member " -"emission_colors]进行调制。" +"粒子将在 [member emission_points] 中随机选择的位置发射。粒子颜色将通过 " +"[member emission_colors] 进行调制。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -21854,9 +21882,9 @@ msgid "" "[member emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" -"粒子将在[member emission_points]中随机选择的位置发射。粒子的速度和旋转将基于" -"[member emission_normals]进行设置。粒子颜色将通过[member emission_colors]进行" -"调制。" +"粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基" +"于 [member emission_normals] 进行设置。粒子颜色将通过 [member " +"emission_colors] 进行调制。" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in a ring or cylinder." @@ -21865,7 +21893,7 @@ msgstr "粒子将以环形或圆柱的形式发射出来。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." -msgstr "表示[enum EmissionShape]枚举的大小。" +msgstr "表示 [enum EmissionShape] 枚举的大小。" #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." @@ -21881,7 +21909,7 @@ msgid "" "fly and doesn't need to be configured by the user." msgstr "" "基于 CPU 的 2D 粒子节点,用于创建各种粒子系统和效果。\n" -"参阅 [Particles2D],它通过硬件加速提供相同的功能,但可能无法在旧设备上运" +"另请参阅 [Particles2D],它通过硬件加速提供相同的功能,但可能无法在旧设备上运" "行。\n" "[b]注意:[/b]其与 [Particles2D] 不同,可见性矩形是即时生成的,不需要用户配" "置。" @@ -21904,7 +21932,7 @@ msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将 msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." -msgstr "每个粒子的颜色将随着这个[Gradient]变化,即与[member color]相乘。" +msgstr "每个粒子的颜色将随着这个 [Gradient] 变化,即与 [member color] 相乘。" #: doc/classes/CPUParticles2D.xml msgid "" @@ -21958,15 +21986,15 @@ msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" -"每个粒子的初始方向范围为[code]+spread[/code] 到 [code]-spread[/code]度。" +"每个粒子的初始方向范围为 [code]+spread[/code] 到 [code]-spread[/code] 度。" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." -msgstr "粒子纹理。如果[code]null[/code],则粒子将为正方形。" +msgstr "粒子纹理。如果为 [code]null[/code],则粒子将为正方形。" #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." -msgstr "为了与3D粒子节点保持一致而存在,在2D中不使用。" +msgstr "为了与 3D 粒子节点保持一致而存在,在 2D 中不使用。" #: doc/classes/CPUParticles2D.xml msgid "" @@ -22022,9 +22050,9 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" -"Crypto类允许您访问Godot中的一些更高级的加密功能。\n" -"目前,这包括生成加密安全的随机字节,RSA密钥和自签名X509证书生成,非对称密钥加" -"密/解密以及签名/验证。\n" +"Crypto 类允许您访问 Godot 中的一些更高级的加密功能。\n" +"目前,这包括生成加密安全的随机字节,RSA 密钥和自签名 X509 证书生成,非对称密" +"钥加密/解密以及签名/验证。\n" "[codeblock]\n" "extends Node\n" "\n" @@ -22033,30 +22061,30 @@ msgstr "" "var cert = X509Certificate.new()\n" "\n" "func _ready():\n" -" # Generate new RSA key.\n" +" # 生成新的 RSA 密钥。\n" " key = crypto.generate_rsa(4096)\n" -" # Generate new self-signed certificate with the given key.\n" +" # 使用给定的密钥生成新的自签名证书。\n" " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," "O=My Game Company,C=IT\")\n" -" # Save key and certificate in the user folder.\n" +" # 将密钥和证书保存到用户文件夹中。\n" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" -" # Encryption\n" +" # 加密\n" " var data = \"Some data\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" -" # Decryption\n" +" # 解密\n" " var decrypted = crypto.decrypt(key, encrypted)\n" -" # Signing\n" +" # 签名\n" " var signature = crypto.sign(HashingContext.HASH_SHA256, data." "sha256_buffer(), key)\n" -" # Verifying\n" +" # 验证\n" " var verified = crypto.verify(HashingContext.HASH_SHA256, data." "sha256_buffer(), signature, key)\n" -" # Checks\n" +" # 检查\n" " assert(verified)\n" " assert(data.to_utf8() == decrypted)\n" "[/codeblock]\n" -"[b]注意:[/b]在HTML5导出中不可用。" +"[b]注意:[/b]在 HTML5 导出中不可用。" #: doc/classes/Crypto.xml msgid "" @@ -22066,7 +22094,7 @@ msgid "" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" -"比较两个[PoolByteArray]是否相等,而不泄露时间信息,以防止计时攻击。\n" +"比较两个 [PoolByteArray] 是否相等,而不泄露时间信息,以防止计时攻击。\n" "更多信息参阅[url=https://paragonie.com/blog/2015/11/preventing-timing-" "attacks-on-string-comparison-with-double-hmac-strategy]这篇博文[/url]。" @@ -22101,7 +22129,7 @@ msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" -"生成可用于创建自签名证书并传递给[method StreamPeerSSL.accept_stream]的RSA " +"生成可用于创建自签名证书并传递给 [method StreamPeerSSL.accept_stream] 的 RSA " "[CryptoKey]。" #: doc/classes/Crypto.xml @@ -22123,17 +22151,18 @@ msgid "" "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" -"根据给定的[CryptoKey]和[code]issuer_name[/code]生成自签名的" -"[X509Certificate]。证书的有效性将由[code]not_before[/code]和[code]not_after[/" -"code](第一个有效日期和最后一个有效日期)定义。 [code]issuer_name[/code]必须" -"至少包含“ CN =“(通用名称,即域名),“ O =”(组织,即您的公司名称),“ C " -"=“(国家,即2个字母的ISO) -3166组织所在国家/地区的代码)。\n" -"一个生成RSA密钥和X509自签名证书的小示例。\n" +"根据给定的 [CryptoKey] 和 [code]issuer_name[/code] 生成自签名的 " +"[X509Certificate]。证书的有效性将由 [code]not_before[/code] 和 " +"[code]not_after[/code](第一个有效日期和最后一个有效日期)定义。" +"[code]issuer_name[/code] 必须至少包含“CN=”(通用名称,即域名),“O=”(组织," +"即您的公司名称),“C=”(国家,即 2 个字母的 ISO-3166 组织所在国家/地区的代" +"码)。\n" +"生成 RSA 密钥和 X509 自签名证书的小示例。\n" "[codeblock]\n" "var crypto = Crypto.new()\n" -"# Generate 4096 bits RSA key.\n" +"# 生成 4096 比特 RSA 密钥。\n" "var key = crypto.generate_rsa(4096)\n" -"# Generate self-signed certificate using the given key.\n" +"# 使用给定的密钥生成自签名证书。\n" "var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " "Game Company,C=IT\")\n" "[/codeblock]" @@ -22148,7 +22177,7 @@ msgid "" "HashingContext.HASH_SHA1] are supported." msgstr "" "使用 [code]key[/code] 生成 [code]msg[/code] 的 [url=https://en.wikipedia.org/" -"wiki/HMAC]HMAC[/url] 摘要。 [code]hash_type[/code] 参数是用于内部和外部哈希的" +"wiki/HMAC]HMAC[/url] 摘要。[code]hash_type[/code] 参数是用于内部和外部哈希的" "哈希算法。\n" "目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext." "HASH_SHA1]。" @@ -22158,16 +22187,16 @@ msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" -"使用提供的私有[code]key[/code]对类型为[code]hash_type[/code]的给定的" -"[code]hash[/code]进行签名。" +"使用提供的私钥 [code]key[/code] 对类型为 [code]hash_type[/code] 的给定的 " +"[code]hash[/code] 进行签名。" #: doc/classes/Crypto.xml msgid "" "Verify that a given [code]signature[/code] for [code]hash[/code] of type " "[code]hash_type[/code] against the provided public [code]key[/code]." msgstr "" -"对照提供的公共[code]key[/code]验证类型为[code]hash_type[/code]的" -"[code]hash_type[/code]的给定[code]签名[/code]。" +"使用提供的公钥 [code]key[/code] 验证类型为 [code]hash_type[/code] 的 " +"[code]hash_type[/code] 的给定签名 [code]signature[/code]。" #: doc/classes/CryptoKey.xml msgid "A cryptographic key (RSA)." @@ -22192,7 +22221,7 @@ msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" -"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回 [code]true[/code]。" +"如果此 CryptoKey 仅具有公共部分,而没有私有部分,则返回 [code]true[/code]。" #: doc/classes/CryptoKey.xml msgid "" @@ -22201,8 +22230,8 @@ msgid "" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" -"从[code]path[/code]加载一个密钥。如果[code]public_only[/code]是[code]true[/" -"code],将只加载公钥。\n" +"从 [code]path[/code] 加载一个密钥。如果 [code]public_only[/code] 是 " +"[code]true[/code],将只加载公钥。\n" "[b]注意:[/b]如果 [code]public_only[/code] 为 [code]true[/code],则 " "[code]path[/code] 应该是一个“*.pub”文件,否则是“*.key”文件。" @@ -22211,8 +22240,8 @@ msgid "" "Loads a key from the given [code]string[/code]. If [code]public_only[/code] " "is [code]true[/code], only the public key will be loaded." msgstr "" -"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为 " -"[code]true[/code],则仅会加载公共密钥。" +"从给定的 [code]string[/code] 加载密钥。如果 [code]public_only[/code] 为 " +"[code]true[/code],则仅会加载公钥。" #: doc/classes/CryptoKey.xml msgid "" @@ -22223,16 +22252,16 @@ msgid "" msgstr "" "将密钥保存到给定的 [code]path[/code]。如果 [code]public_only[/code] 为 " "[code]true[/code],则只会保存公钥。\n" -"[b]注意:[/b]如果[code]public_only[/code]是[code]true[/code],则[code]path[/" -"code]应该是一个\"*.pub\"文件,否则是\"*.key\"文件。" +"[b]注意:[/b]如果 [code]public_only[/code] 是 [code]true[/code],则 " +"[code]path[/code] 应该是一个“*.pub”文件,否则是“*.key”文件。" #: doc/classes/CryptoKey.xml msgid "" "Returns a string containing the key in PEM format. If [code]public_only[/" "code] is [code]true[/code], only the public key will be included." msgstr "" -"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为 [code]true[/" -"code],则仅包含公共密钥。" +"返回包含 PEM 格式的密钥的字符串。如果 [code]public_only[/code] 为 " +"[code]true[/code],则仅包含公钥。" #: modules/csg/doc_classes/CSGBox.xml msgid "A CSG Box shape." @@ -22332,7 +22361,7 @@ msgstr "" msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." -msgstr "如果创建了[code]true[/code]圆锥,则[member radius]将仅应用于一侧。" +msgstr "如果为 [code]true[/code],则创建圆锥,仅在一侧应用 [member radius]。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The height of the cylinder." @@ -22358,12 +22387,12 @@ msgid "" "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" -"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆" -"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" +"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGMesh.xml msgid "A CSG Mesh shape that uses a mesh resource." -msgstr "使用网格资源的CSG网格形状。" +msgstr "使用网格资源的 CSG 网格形状。" #: modules/csg/doc_classes/CSGMesh.xml msgid "" @@ -22398,14 +22427,14 @@ msgid "" "If a flat shader is required, ensure that all faces' vertex normals are " "parallel." msgstr "" -"用来作为CSG形状的[Mesh]资源。\n" -"[b]注意:[/b]当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点" -"法线的网格。默认情况下,CSGMesh会忽略网格的顶点法线,并使用面的法线计算平整的" -"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" +"用来作为 CSG 形状的 [Mesh] 资源。\n" +"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶" +"点法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平" +"整的着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "Extrudes a 2D polygon shape to create a 3D mesh." -msgstr "拉伸2D多边形形状以创建3D网格。" +msgstr "拉伸 2D 多边形形状以创建 3D 网格。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22427,7 +22456,7 @@ msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." -msgstr "当[member mode]为[constant MODE_DEPTH]时,挤出的深度。" +msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22436,9 +22465,9 @@ msgid "" "V around the outline of the [member polygon]), the bottom-left quarter to " "the front end face, and the bottom-right quarter to the back end face." msgstr "" -"用于生成的网格的材质。UV将材质的上半部分映射到挤出的形状,即U沿挤出物的长度," -"V围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分之一" -"映射到后端面。" +"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状,即U沿挤出物的长" +"度,V 围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分" +"之一映射到后端面。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member mode] used to extrude the [member polygon]." @@ -22451,15 +22480,16 @@ msgid "" "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" -"当 [member mode] 为[constant MODE_PATH]时,默认情况下, [member material]的上" -"半部分会沿着挤出形状的整个长度被拉伸。如果[code]false[/code],挤出的每一步都" -"会重复材质的上半部分。" +"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的" +"上半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一" +"步都会重复材质的上半部分。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." -msgstr "当[member mode] 为[constant MODE_PATH]时,路径间隔或路径点比例挤出。" +msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22485,8 +22515,8 @@ msgid "" "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" -"当[member mode]为[constant MODE_PATH]时,如果[code]true[/code],则使用" -"[CSGPolygon]的[Transform]作为挤出的起点,而不是[member path_node]的" +"当 [member mode] 为 [constant MODE_PATH] 时,如果为 [code]true[/code],则使" +"用 [CSGPolygon] 的 [Transform] 作为挤出的起点,而不是 [member path_node] 的 " "[Transform]。" #: modules/csg/doc_classes/CSGPolygon.xml @@ -22494,8 +22524,8 @@ msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" -"[member mode] 为[constant MODE_PATH]时,用于挤出 [member polygon] 的 [Path] " -"对象的坐标。" +"当 [member mode] 为 [constant MODE_PATH] 时,用于挤出 [member polygon] 的 " +"[Path] 对象的坐标。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22519,8 +22549,8 @@ msgid "" "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" -"当[member mode] 为[constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米为" -"单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。" +"当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米" +"为单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22539,14 +22569,15 @@ msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "If [code]true[/code], applies smooth shading to the extrusions." -msgstr "如果[code]true[/code],则对挤出应用平滑着色。" +msgstr "如果为 [code]true[/code],则对挤出应用平滑着色。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" -"当[member mode]为[constant MODE_SPIN],[member polygon]在挤出时旋转的总度数。" +"当 [member mode] 为 [constant MODE_SPIN],[member polygon] 在挤出时旋转的总度" +"数。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22560,7 +22591,7 @@ msgstr "[member polygon] 形状沿负 Z 轴挤出。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." -msgstr "[member polygon]形状通过围绕Y轴旋转来挤出。" +msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22638,7 +22669,7 @@ msgstr "反转网格的面。" #: modules/csg/doc_classes/CSGShape.xml msgid "The CSG base class." -msgstr "CSG基类。" +msgstr "CSG 基类。" #: modules/csg/doc_classes/CSGShape.xml msgid "" @@ -22667,7 +22698,7 @@ msgid "" "node and the second is the root [Mesh] of this node. Only works when this " "node is the root shape." msgstr "" -"返回带有两个元素的[Array],第一个是此节点的[Transform],第二个是此节点的根" +"返回带有两个元素的 [Array],第一个是此节点的 [Transform],第二个是此节点的根 " "[Mesh]。仅当此节点为根形时才有效。" #: modules/csg/doc_classes/CSGShape.xml @@ -22693,8 +22724,8 @@ msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " "This is only applied on the root shape, this setting is ignored on any child." msgstr "" -"计算允许使用法线贴图的CSG形状的切线。这仅适用于根部形状,此设置将在所有子级上" -"均被忽略。" +"计算允许使用法线贴图的 CSG 形状的切线。这仅适用于根部形状,此设置将在所有子级" +"上均被忽略。" #: modules/csg/doc_classes/CSGShape.xml msgid "" @@ -22752,7 +22783,7 @@ msgid "" "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden." msgstr "" -"为我们的CSG形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即使" +"为我们的 CSG 形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即使" "CSG形状本身被隐藏,碰撞形状仍处于活动状态。" #: modules/csg/doc_classes/CSGShape.xml @@ -22771,7 +22802,7 @@ msgstr "从第一个形状减去第二个形状,留下一个带有其形状的 #: modules/csg/doc_classes/CSGSphere.xml msgid "A CSG Sphere shape." -msgstr "CSG球形形状。" +msgstr "CSG 球形形状。" #: modules/csg/doc_classes/CSGSphere.xml msgid "" @@ -22810,12 +22841,12 @@ msgid "" "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" -"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆" -"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" +"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGTorus.xml msgid "A CSG Torus shape." -msgstr "CSG圆环形状。" +msgstr "CSG 圆环形状。" #: modules/csg/doc_classes/CSGTorus.xml msgid "" @@ -22859,7 +22890,7 @@ msgid "" "have a flat shaded look." msgstr "" "如果[code]true[/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。如" -"果[code]false[/code],则圆环将具有平坦的阴影表现。" +"果为 [code]false[/code],则圆环将具有平坦的阴影表现。" #: modules/mono/doc_classes/CSharpScript.xml msgid "" @@ -22921,7 +22952,7 @@ msgstr "" msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." -msgstr "[CubeMap] 的渲染标志。有关详细信息,请参阅 [enum Flags] 常量。" +msgstr "[CubeMap] 的渲染标志。有关详细信息,详情请参阅 [enum Flags] 常量。" #: doc/classes/CubeMap.xml msgid "" @@ -22933,11 +22964,11 @@ msgstr "" #: doc/classes/CubeMap.xml msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." -msgstr "[CubeMap] 的存储模式。参阅 [enum Storage] 常量。" +msgstr "[CubeMap] 的存储模式。见 [enum Storage] 常量。" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] without any compression." -msgstr "存储[CubeMap]而不进行任何压缩。" +msgstr "存储 [CubeMap] 而不进行任何压缩。" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] with strong compression that reduces image quality." @@ -23086,11 +23117,11 @@ msgid "" "This can be used to control autoplacement of building exteriors in an outer " "[RoomGroup]." msgstr "" -"当设置为[code]0[/code]时,[CullInstance]将被自动放置在具有最高优先级的[Room]" -"中。\n" -"当设置为[code]0[/code]以外的值时,系统将尝试在具有[code]autoplace_priority[/" -"code]的[Room]中自动放置,如果它存在的话。\n" -"这可以用来控制建筑外面的在外部[RoomGroup]的自动放置。" +"当设置为 [code]0[/code] 时,[CullInstance] 将被自动放置在具有最高优先级的 " +"[Room] 中。\n" +"当设置为 [code]0[/code] 以外的值时,系统将尝试在具有 " +"[code]autoplace_priority[/code] 的 [Room] 中自动放置,如果它存在的话。\n" +"这可以用来控制建筑外面的在外部 [RoomGroup] 的自动放置。" #: doc/classes/CullInstance.xml msgid "" @@ -23153,7 +23184,7 @@ msgstr "用于在 [Room] [b]之间[/b]移动的实例——例如玩家。" msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." -msgstr "用于只会被视锥剔除的实例——例如第一人称武器,调试。" +msgstr "用于只会被视锥剔除的实例——例如第一人称武器、调试。" #: doc/classes/CullInstance.xml msgid "" @@ -23165,7 +23196,7 @@ msgstr "" #: doc/classes/Curve.xml msgid "A mathematic curve." -msgstr "一条数学曲线。" +msgstr "数学曲线。" #: doc/classes/Curve.xml msgid "" @@ -23173,8 +23204,8 @@ msgid "" "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " "points relative to the [code]0.5[/code] Y position." msgstr "" -"可以保存并重新用于其他对象的曲线。默认情况下,它在Y轴上的范围在 [code]0[/" -"code] 到 [code]1[/code]之间,并且位置点相对于 [code]0.5[/code] Y 位置。" +"可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/" +"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。" #: doc/classes/Curve.xml msgid "" @@ -23184,10 +23215,10 @@ msgid "" "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" -"在曲线上添加一个点。对于每一侧,如果[code]*_mode[/code]为[constant " -"TANGENT_LINEAR],则[code]*_tangent[/code]角度(以度为单位)将使用曲线到邻近点" -"的一半的斜率。如果[code]*_mode[/code]设置为[constant TANGENT_FREE],则允许自" -"定义分配给[code]*_tangent[/code]角度。" +"在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant " +"TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近" +"点的一半的斜率。如果 [code]*_mode[/code] 设置为 [constant TANGENT_FREE],则允" +"许自定义分配给 [code]*_tangent[/code] 的角度。" #: doc/classes/Curve.xml msgid "Recomputes the baked cache of points for the curve." @@ -23237,7 +23268,7 @@ msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位) msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." -msgstr "返回沿曲线的X位置[code]offset[/code]处将存在的点的Y值。" +msgstr "返回沿曲线的 X 位置 [code]offset[/code] 处将存在的点的 Y 值。" #: doc/classes/Curve.xml msgid "" @@ -23245,19 +23276,20 @@ msgid "" "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" -"使用烘焙的缓存返回沿曲线的X位置[code]offset[/code]处将存在的点的Y值。如果尚未" -"烘焙曲线的点,则将其烘焙。" +"使用烘焙的缓存返回沿曲线的 X 位置 [code]offset[/code] 处将存在的点的 Y 值。如" +"果尚未烘焙曲线的点,则将其烘焙。" #: doc/classes/Curve.xml msgid "Removes the point at [code]index[/code] from the curve." -msgstr "从曲线中删除[code]index[/code]处的点。" +msgstr "从曲线中删除 [code]index[/code] 处的点。" #: doc/classes/Curve.xml msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" -"将[code]index[/code]处的点的左侧[enum TangentMode]设置为[code]mode[/code]。" +"将 [code]index[/code] 处的点的左侧 [enum TangentMode] 设置为 [code]mode[/" +"code]。" #: doc/classes/Curve.xml msgid "" @@ -23267,26 +23299,27 @@ msgstr "将点的左切线角度设置为 [code]index[/code] 至 [code]tangent[/ #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." -msgstr "设置相对于[code]0.5[/code]的偏移量。" +msgstr "设置相对于 [code]0.5[/code] 的偏移量。" #: doc/classes/Curve.xml msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" -"将[code]index[/code]上的点的右侧[enum TangentMode]设置为[code]mode[/code]。" +"将 [code]index[/code] 上的点的右侧 [enum TangentMode] 设置为 [code]mode[/" +"code]。" #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." -msgstr "设置[code]index[/code]至[code]tangent[/code]处的点的右切线角。" +msgstr "设置 [code]index[/code] 至 [code]tangent[/code] 处的点的右切线角。" #: doc/classes/Curve.xml msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." -msgstr "将垂直位置[code]y[/code]分配给[code]index[/code]处的点。" +msgstr "将垂直位置 [code]y[/code] 分配给 [code]index[/code] 处的点。" #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." @@ -23357,12 +23390,12 @@ msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" -"根据缓存的点,返回曲线的总长度。给予足够的密度(参阅[member bake_interval])," +"根据缓存的点,返回曲线的总长度。给予足够的密度(见 [member bake_interval])," "它应该是足够近似的。" #: doc/classes/Curve2D.xml msgid "Returns the cache of points as a [PoolVector2Array]." -msgstr "以[PoolVector2Array]的形式返回缓存的点。" +msgstr "以 [PoolVector2Array] 的形式返回缓存的点。" #: doc/classes/Curve2D.xml msgid "" @@ -23483,16 +23516,16 @@ msgid "" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" -"设置从顶点[code]idx[/code]引出的控制点位置。如果索引超出范围,该函数会向控制" -"台发送错误。位置是相对于顶点的。" +"设置从顶点 [code]idx[/code] 引出的控制点位置。如果索引超出范围,该函数会向控" +"制台发送错误。位置是相对于顶点的。" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Sets the position for the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console." msgstr "" -"设置顶点[code]idx[/code]的位置。如果索引超出范围,函数会向控制台发送一个错误" -"信息。" +"设置顶点 [code]idx[/code] 的位置。如果索引超出范围,函数会向控制台发送一个错" +"误信息。" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" @@ -23527,9 +23560,9 @@ msgid "" "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" -"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用[method " -"get_baked_points]或[method get_baked_length]函数时重新计算。距离越小,缓存中" -"的点越多,占用的内存也越多,所以使用时要注意。" +"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method " +"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" +"中的点越多,占用的内存也越多,所以使用时要注意。" #: doc/classes/Curve3D.xml msgid "Describes a Bézier curve in 3D space." @@ -23709,9 +23742,9 @@ msgid "" "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" -"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用[method " -"get_baked_points]或[method get_baked_length]函数时重新计算。距离越小,缓存中" -"的点越多,占用的内存也越多,所以使用时要注意。" +"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method " +"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" +"中的点越多,占用的内存也越多,所以使用时要注意。" #: doc/classes/Curve3D.xml msgid "" @@ -23719,7 +23752,7 @@ msgid "" "This is used when [member PathFollow.rotation_mode] is set to [constant " "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed." msgstr "" -"如果[code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow." +"如果为 [code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow." "rotation_mode]被设置为[constant PathFollow.ROTATION_ORIENTED]时,就会使用这个" "功能。改变它将强制重新计算缓存。" @@ -23731,7 +23764,7 @@ msgstr "显示曲线的纹理。" msgid "" "Renders a given [Curve] provided to it. Simplifies the task of drawing " "curves and/or saving them as image files." -msgstr "渲染提供给它的[Curve]。简化了绘制曲线和/或保存为图像文件的任务。" +msgstr "渲染提供给它的 [Curve]。简化了绘制曲线和/或保存为图像文件的任务。" #: doc/classes/CurveTexture.xml msgid "The [Curve] that is rendered onto the texture." @@ -23764,7 +23797,7 @@ msgid "" "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " "will not be generated, resulting in a conic shape." msgstr "" -"圆柱体的底部半径。如果设置为[code]0.0[/code],而不会生成底面,从而形成圆锥" +"圆柱体的底部半径。如果设置为 [code]0.0[/code],而不会生成底面,从而形成圆锥" "体。" #: doc/classes/CylinderMesh.xml @@ -24007,7 +24040,7 @@ msgstr "" " # 这里我们不能使用点,因为‘my_color’是个变量。\n" " var points = points_dir[my_color]\n" "[/codeblock]\n" -"在上方的代码中,[code]points[/code] 会被赋值为 [code]my_color[/code]中选取的" +"在上面的代码中,[code]points[/code] 会被赋值为 [code]my_color[/code] 中选取的" "颜色。\n" "字典可以容纳更加复杂的数据:\n" "[codeblock]\n" @@ -24016,13 +24049,13 @@ msgstr "" "如果想要给字典添加一个键,可以像访问已有的键一样:\n" "[codeblock]\n" "var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" -"points_dir[\"Blue\"] = 150 # 添加键\"Blue\",并将其数值设定为150\n" +"points_dir[\"Blue\"] = 150 # 添加键 \"Blue\",并将其数值设定为 150\n" "[/codeblock]\n" "最终,同一个字典内可以容纳不同类型的键和值:\n" "[codeblock]\n" "# 这是一个合法的字典。\n" -"# 使用`my_dir.sub_dir.sub_key`或`my_dir[\"sub_dir\"][\"sub_key\"]`来访问下方" -"的字符串\"Nested value\"。\n" +"# 使用 `my_dir.sub_dir.sub_key` 或 `my_dir[\"sub_dir\"][\"sub_key\"]` 来访问" +"下方的字符串 \"Nested value\"。\n" "# 根据你不同的需求可以修改索引样式。\n" "var my_dir = {\n" " \"String Key\": 5,\n" @@ -24037,13 +24070,13 @@ msgstr "" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" -" print(array1 == array2) # 会输出true。\n" +" print(array1 == array2) # 会输出 true。\n" "\n" "dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" -" print(dir1 == dir2) # 不会输出true。\n" +" print(dir1 == dir2) # 不会输出 true。\n" "[/codeblock]\n" "想要对比字典,首先需要用 [method hash] 计算字典哈希。\n" "[codeblock]\n" @@ -24051,11 +24084,11 @@ msgstr "" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" -" print(dir1.hash() == dir2.hash()) # 会输出true。\n" +" print(dir1.hash() == dir2.hash()) # 会输出 true。\n" "[/codeblock]\n" "[b]注意:[/b]当使用 [code]const[/code] 来声明字典时,字典本身依然可以通过定义" -"键的数值来进行修改。使用 [code]const[/code] 只能防止在它初始化完成后被给予另" -"一个数值。" +"键的数值来进行修改。使用 [code]const[/code] 只能防止在常量在初始化完成后被赋" +"为其他值。" #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" @@ -24113,7 +24146,7 @@ msgid "" "code]." msgstr "" "如果字典有一个给定的键,返回 [code]true[/code]。\n" -"[b]注意:[/b]这相当于使用 [code]in[/code] 运算符,如下所示:\n" +"[b]注意:[/b]相当于使用 [code]in[/code] 运算符,如下所示:\n" "[codeblock]\n" "# 估值为 `true`。\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" @@ -24160,7 +24193,7 @@ msgstr "" #: doc/classes/Dictionary.xml msgid "Returns the list of keys in the [Dictionary]." -msgstr "返回[Dictionary]中的键列表。" +msgstr "返回 [Dictionary] 中的键列表。" #: doc/classes/Dictionary.xml msgid "" @@ -24177,7 +24210,7 @@ msgstr "返回字典中键的数量。" #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." -msgstr "返回[Dictionary]中的值列表。" +msgstr "返回 [Dictionary] 中的值列表。" #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." @@ -24208,13 +24241,13 @@ msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits." msgstr "" -"如果[code]true[/code],则会牺牲阴影细节,以换取更平滑的分割之间的过渡。" +"如果为 [code]true[/code],则会牺牲阴影细节,以换取更平滑的分割之间的过渡。" #: doc/classes/DirectionalLight.xml msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." -msgstr "优化阴影渲染的细节与运动。参阅[enum ShadowDepthRange]。" +msgstr "优化阴影渲染的细节与运动。见 [enum ShadowDepthRange]。" #: doc/classes/DirectionalLight.xml msgid "The maximum distance for shadow splits." @@ -24222,7 +24255,7 @@ msgstr "阴影分割的最大距离。" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." -msgstr "灯光的阴影渲染算法。参阅[enum ShadowMode]。" +msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。" #: doc/classes/DirectionalLight.xml msgid "" @@ -24368,10 +24401,10 @@ msgid "" "code] or [code]res://somedir/newdir[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 " -"[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 " -"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n" -"返回 [enum Error] 代码常量之一 ([code]OK[/code] 成功时)。" +"将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 " +"[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 " +"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n" +"返回 [enum Error] 代码常量之一([code]OK[/code] 成功时)。" #: doc/classes/Directory.xml msgid "" @@ -24383,7 +24416,7 @@ msgid "" msgstr "" "将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相" "对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24500,8 +24533,8 @@ msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] does not matter)." msgstr "" -"关闭用[method list_dir_begin]打开的当前流,并不关注是否已经用[method " -"get_next]完成处理。" +"关闭用 [method list_dir_begin] 打开的当前流,并不关注是否已经用 [method " +"get_next] 完成处理。" #: doc/classes/Directory.xml msgid "" @@ -24525,7 +24558,7 @@ msgid "" msgstr "" "通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间" "目录。参数可以是相对于当前目录的,也可以是绝对路径。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24535,11 +24568,11 @@ msgid "" "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"打开文件系统的现有目录。 [code]path[/code]参数可以位于项目树([code]res:// " -"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径" -"内:用户文件系统(例如[code]/ tmp / folder[/code]或[code]C:\\ tmp \\ " -"folder[/code])。\n" -"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" +"打开文件系统的现有目录。[code]path[/code] 参数可以位于项目树([code]res:// " +"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径" +"内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/" +"code])。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24570,7 +24603,7 @@ msgstr "" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." -msgstr "实现DTLS服务器的辅助类。" +msgstr "实现 DTLS 服务器的辅助类。" #: doc/classes/DTLSServer.xml msgid "" @@ -24786,7 +24819,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "Returns the fallback font at index [code]idx[/code]." -msgstr "返回位于索引[code]idx[/code]处的后备字体。" +msgstr "返回位于索引 [code]idx[/code] 处的后备字体。" #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." @@ -24795,7 +24828,7 @@ msgstr "返回后备字体的数量。" #: doc/classes/DynamicFont.xml msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." -msgstr "返回给定[code]type[/code]的间距(参阅[enum SpacingType])。" +msgstr "返回给定 [code]type[/code] 的间距(见 [enum SpacingType])。" #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." @@ -24810,8 +24843,8 @@ msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" -"给[code]type[/code]设置间距(参阅[enum SpacingType])为[code]value[/code],单位" -"为像素(与字体大小无关)。" +"给 [code]type[/code] 设置间距(见 [enum SpacingType])为 [code]value[/code]," +"单位为像素(与字体大小无关)。" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the bottom in pixels." @@ -24832,7 +24865,7 @@ msgid "" "extra_spacing_char]) in pixels.\n" "This can be a negative number to make the distance between words smaller." msgstr "" -"空格字符的额外间距,单位是像素,除了[member extra_spacing_char]。\n" +"空格字符(在 [member extra_spacing_char] 之外)的额外间距,单位为像素。\n" "这可以是负数,使字符之间的距离更小。" #: doc/classes/DynamicFont.xml @@ -25267,7 +25300,7 @@ msgstr "导入扩展面板。如果禁用此功能,则导入扩展面板将不 #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Feature] enum." -msgstr "表示[enum Feature]枚举的大小。" +msgstr "表示 [enum Feature] 枚举的大小。" #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." @@ -25305,15 +25338,15 @@ msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" -"通知[EditorFileDialog]它的数据视图不再准确。在下次视图更新时更新视图内容。" +"通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。" #: doc/classes/EditorFileDialog.xml msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" -"用户可以选择文件的位置,包括[code]res://[/code]、[code]user://[/code]和本地文" -"件系统。" +"用户可以选择文件的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地" +"文件系统。" #: doc/classes/EditorFileDialog.xml msgid "The currently occupied directory." @@ -25332,13 +25365,13 @@ msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" -"如果[code]true[/code],[EditorFileDialog]将不会在覆盖文件之前警告用户。" +"如果为 [code]true[/code],[EditorFileDialog] 将不会在覆盖文件之前警告用户。" #: doc/classes/EditorFileDialog.xml msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." -msgstr "[EditorFileDialog]向用户显示资源的视图格式。" +msgstr "[EditorFileDialog] 向用户显示资源的视图格式。" #: doc/classes/EditorFileDialog.xml msgid "" @@ -25349,7 +25382,8 @@ msgstr "[EditorFileDialog] 的用途,它定义了允许的行为。" msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." -msgstr "如果[code]true[/code],隐藏的文件和目录将在[EditorFileDialog]中可见。" +msgstr "" +"如果为 [code]true[/code],隐藏的文件和目录将在 [EditorFileDialog] 中可见。" #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." @@ -25439,8 +25473,9 @@ msgid "" "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" -"返回文件的资源类型,给定完整路径。这将返回字符串,如[code]\"Resource\"[/code]" -"或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如[code]\".gd\"[/code]。" +"返回文件的资源类型,给定完整路径。这将返回字符串,如 [code]\"Resource\"[/" +"code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如 [code]\".gd\"[/" +"code]。" #: doc/classes/EditorFileSystem.xml msgid "Gets the root directory object." @@ -25452,7 +25487,7 @@ msgstr "返回在 [code]path[/code] 文件系统的视图。" #: doc/classes/EditorFileSystem.xml msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." -msgstr "如果文件系统正在被扫描,返回扫描的进度,值为0-1。" +msgstr "如果文件系统正在被扫描,返回扫描的进度,值为 0-1。" #: doc/classes/EditorFileSystem.xml msgid "Returns [code]true[/code] if the filesystem is being scanned." @@ -25470,7 +25505,7 @@ msgstr "检查是否更改了已导入资源的来源。" msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." -msgstr "更新文件信息。如果外部程序(不是Godot)修改了该文件,则调用此函数。" +msgstr "更新文件信息。如果外部程序(不是 Godot)修改了该文件,则调用此函数。" #: doc/classes/EditorFileSystem.xml msgid "Scans the script files and updates the list of custom class names." @@ -25534,7 +25569,7 @@ msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to the file at index [code]idx[/code]." -msgstr "返回索引为[code]idx[/code] 文件的路径。" +msgstr "返回索引为 [code]idx[/code] 文件的路径。" #: doc/classes/EditorFileSystemDirectory.xml msgid "" @@ -25542,9 +25577,8 @@ msgid "" "[code]idx[/code]. If the file doesn't define a script class using the " "[code]class_name[/code] syntax, this will return an empty string." msgstr "" -"返回这个文件中脚本类(script class)在索引处[code]idx[/code]定义的基类(base " -"class)。如果这个文件没有使用 [code]class_name[/code] 关键字定义脚本类,将返回" -"一个空字符串。" +"返回这个文件中脚本类在索引 [code]idx[/code] 处定义的基类。如果这个文件没有使" +"用 [code]class_name[/code] 关键字定义脚本类,将返回一个空字符串。" #: doc/classes/EditorFileSystemDirectory.xml msgid "" @@ -25561,9 +25595,9 @@ msgid "" "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/" "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" -"返回索引[code]idx[/code]处文件的资源类型。这将返回字符串,如" -"[code]\"Resource\"[/code]或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名," -"如[code]\".gd\"[/code]。" +"返回索引 [code]idx[/code] 处文件的资源类型。这将返回字符串,如 " +"[code]\"Resource\"[/code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展" +"名,如 [code]\".gd\"[/code]。" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of this directory." @@ -25755,8 +25789,7 @@ msgstr "" "其他选项的选项,如果其中一个选项被禁用。例如:\n" "[codeblock]\n" "func get_option_visibility(option, options):\n" -" # Only show the lossy quality setting if the compression mode is set to " -"\"Lossy\".\n" +" # 只有在压缩模式为“Lossy”时显示 Lossy Quality 设置。\n" " if option == \"compress/lossy_quality\" and options.has(\"compress/" "mode\"):\n" " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" @@ -25771,8 +25804,8 @@ msgid "" "get_import_options] to get the default options for the preset and [method " "get_preset_name] to get the name of the preset." msgstr "" -"获取插件定义的初始预置数量。使用[method get_import_options]获取预设的默认选" -"项,使用[method get_preset_name]获取预设的名称。" +"获取插件定义的初始预置数量。使用 [method get_import_options] 获取预设的默认选" +"项,使用 [method get_preset_name] 获取预设的名称。" #: doc/classes/EditorImportPlugin.xml msgid "Gets the name of the options preset at this index." @@ -25783,7 +25816,7 @@ msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" -"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是" +"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是 " "[code]1.0[/code]。" #: doc/classes/EditorImportPlugin.xml @@ -25799,7 +25832,7 @@ msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"获取与此加载程序关联的Godot资源类型,例如 [code]\"Mesh\"[/code] 或 " +"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 " "[code]\"Animation\"[/code]。" #: doc/classes/EditorImportPlugin.xml @@ -25808,8 +25841,8 @@ msgid "" "directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" -"获取用于在[code].import[/code]目录中保存此资源的扩展名,参阅[member " -"ProjectSettings.application/config/use_hidden_project_data_directory]。" +"获取用于在 [code].import[/code] 目录中保存此资源的扩展名(见 [member " +"ProjectSettings.application/config/use_hidden_project_data_directory])。" #: doc/classes/EditorImportPlugin.xml msgid "" @@ -25928,8 +25961,9 @@ msgid "" "inspector, this signal is never emitted by the editor itself." msgstr "" "在检查器中切换布尔属性时发出。\n" -"[b]注意:[/b]如果启用了内部[code]autoclear[/code]属性,则该信号永远不会触发。" -"由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信号。" +"[b]注意:[/b]如果启用了内部 [code]autoclear[/code] 属性,则该信号永远不会触" +"发。由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信" +"号。" #: doc/classes/EditorInspector.xml msgid "Emitted when a resource is selected in the inspector." @@ -25987,14 +26021,15 @@ msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." msgstr "" -"为单独的属性添加属性编辑器。[code]editor[/code]控件必须扩展[EditorProperty]。" +"为单独的属性添加属性编辑器。[code]editor[/code] 控件必须扩展 " +"[EditorProperty]。" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." msgstr "" -"添加一个编辑器,允许修改多个属性。[code]editor[/code]控件必须扩展" +"添加一个编辑器,允许修改多个属性。[code]editor[/code] 控件必须扩展 " "[EditorProperty]。" #: doc/classes/EditorInspectorPlugin.xml @@ -26141,7 +26176,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." -msgstr "返回包含当前打开的场景的文件路径的数组[Array]。" +msgstr "返回包含当前打开的场景的文件路径的数组 [Array]。" #: doc/classes/EditorInterface.xml msgid "" @@ -26151,11 +26186,11 @@ msgstr "返回正在播放的场景名称。如果当前没有场景正在播放 #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorFileSystem] instance." -msgstr "返回编辑器的[EditorFileSystem]实例。" +msgstr "返回编辑器的 [EditorFileSystem] 实例。" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorResourcePreview] instance." -msgstr "返回编辑器的[EditorResourcePreview]实例。" +msgstr "返回编辑器的 [EditorResourcePreview] 实例。" #: doc/classes/EditorInterface.xml msgid "" @@ -26172,13 +26207,13 @@ msgid "" "[FileSystemDock]. If a file is selected, its base directory will be returned " "using [method String.get_base_dir] instead." msgstr "" -"返回当前在[FileSystemDock]中选择的目录的路径,如果选择了一个文件,将使用" -"[method String.get_base_dir]返回其基本目录。如果选择了一个文件,将使用" -"[method String.get_base_dir]返回它的基本目录。" +"返回当前在 [FileSystemDock] 中选择的目录的路径,如果选择了一个文件,将使用 " +"[method String.get_base_dir] 返回其基本目录。如果选择了一个文件,将使用 " +"[method String.get_base_dir] 返回它的基本目录。" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSelection] instance." -msgstr "返回编辑器的[EditorSelection]实例。" +msgstr "返回编辑器的 [EditorSelection] 实例。" #: doc/classes/EditorInterface.xml msgid "" @@ -26209,7 +26244,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." -msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图[Texture]。" +msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图 [Texture]。" #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." @@ -26236,12 +26271,12 @@ msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" -"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code] (参阅 " -"[@GlobalScope] 常量)。" +"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code](见 " +"[@GlobalScope] 常量)。" #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." -msgstr "将场景保存为[code]path[/code]处的文件。" +msgstr "将场景保存为 [code]path[/code] 处的文件。" #: doc/classes/EditorInterface.xml msgid "" @@ -26256,9 +26291,9 @@ msgid "" "([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/" "code])." msgstr "" -"将编辑器的当前主界面设置为 [code]name[/code] 中指定的界面。[code]name[/code]" -"必须与相关选项卡的文本完全匹配([code]2D[/code], [code]3D[/code], " -"[code]Script[/code], [code]AssetLib[/code])。" +"将编辑器的当前主界面设置为 [code]name[/code] 中指定的界面。[code]name[/code] " +"必须与相关选项卡的文本完全匹配([code]2D[/code]、[code]3D[/code]、" +"[code]Script[/code]、[code]AssetLib[/code])。" #: doc/classes/EditorInterface.xml msgid "" @@ -26407,7 +26442,7 @@ msgid "" " remove_inspector_plugin(inspector_plugin)\n" "[/codeblock]" msgstr "" -"注册一个新的编辑器属性检查器插件[EditorInspectorPlugin]。检查器插件用于扩展 " +"注册一个新的编辑器属性检查器插件 [EditorInspectorPlugin]。检查器插件用于扩展 " "[EditorInspector] 并为你的对象属性提供自定义配置工具。\n" "[b]注意:[/b]当你的 [EditorPlugin] 被禁用时,一定要使用 [method " "remove_inspector_plugin] 来删除注册的 [EditorInspectorPlugin],以防止泄漏和出" @@ -26458,7 +26493,7 @@ msgid "" "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu " "should be cleaned up using [code]remove_tool_menu_item(name)[/code]." msgstr "" -"在[b]项目 > 工具[/b]下添加名为 [code]name[/code] 的自定义子菜单。 " +"在[b]项目 > 工具[/b]下添加名为 [code]name[/code] 的自定义子菜单。" "[code]submenu[/code] 应该是 [PopupMenu] 类的对象。此子菜单应使用 " "[code]remove_tool_menu_item(name)[/code] 进行清理。" @@ -26707,14 +26742,14 @@ msgid "" "[code]res://path_to_script.gd:25[/code]." msgstr "" "这是为编辑基于脚本的对象的编辑器。您可以返回格式中的断点列表([code]script:" -"line[/code]),例如:[code]res://path_to_script.gd:25[/code]。" +"line[/code]),例如:[code]res://path_to_script.gd:25[/code]。" #: doc/classes/EditorPlugin.xml msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" -"返回[EditorInterface]对象,该对象使您可以控制Godot编辑器的窗口及其功能。" +"返回 [EditorInterface] 对象,该对象使您可以控制 Godot 编辑器的窗口及其功能。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26734,9 +26769,9 @@ msgid "" "[/codeblock]" msgstr "" "在你的插件中覆盖这个方法,返回一个纹理 [Texture],以便给它一个图标。\n" -"对于主界面的插件,它出现在屏幕的顶部,在 \"2D\"、\"3D\"、\"Script \"和 " -"\"AssetLib \"按钮的右边。\n" -"理想情况下,插件的图标应该是透明背景的白色,尺寸为16x16像素。\n" +"对于主界面的插件,它出现在屏幕的顶部,在“2D”“3D”“Script”“AssetLib”按钮的右" +"边。\n" +"理想情况下,插件的图标应该是透明背景的白色,尺寸为 16x16 像素。\n" "[codeblock]\n" "func get_plugin_icon():\n" " # 你可以使用一个自定义的图标。\n" @@ -26753,9 +26788,8 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" -"在Godot编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n" -"对于主屏幕插件,它显示在屏幕顶部,在“ 2D”,“ 3D”,“脚本”和“ AssetLib”按钮的右" -"侧。" +"在 Godot 编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n" +"对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26858,8 +26892,8 @@ msgid "" "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " "[b]AssetLib[/b])." msgstr "" -"如果这是一个主屏幕编辑插件,返回 [code]true[/code](它与[b]2D[/b]、[b]3D[/b]、" -"[b]Script[/b]和[b]AssetLib[/b]一起放在工作区选择器中)。" +"如果这是一个主屏幕编辑插件,返回 [code]true[/code](它与 [b]2D[/b]、[b]3D[/" +"b]、[b]Script[/b]、[b]AssetLib[/b] 一起放在工作区选择器中)。" #: doc/classes/EditorPlugin.xml msgid "Minimizes the bottom panel." @@ -26885,25 +26919,25 @@ msgstr "排队保存项目的编辑器布局。" #: doc/classes/EditorPlugin.xml msgid "Removes an Autoload [code]name[/code] from the list." -msgstr "从列表中删除自动加载[code]name[/code]。" +msgstr "从列表中删除自动加载 [code]name[/code]。" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." -msgstr "从底部面板上删除控件。您必须手动[method Node.queue_free]释放控件。" +msgstr "从底部面板上删除控件。您必须手动 [method Node.queue_free] 释放控件。" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." -msgstr "从指定的容器中删除控件。您必须手动[method Node.queue_free]释放控件。" +msgstr "从指定的容器中删除控件。您必须手动 [method Node.queue_free] 释放控件。" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." -msgstr "从扩展面板中删除控件。您必须手动[method Node.queue_free]释放控件。" +msgstr "从扩展面板中删除控件。您必须手动 [method Node.queue_free] 释放控件。" #: doc/classes/EditorPlugin.xml msgid "Removes a custom type added by [method add_custom_type]." @@ -26932,7 +26966,7 @@ msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器插件。" #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." -msgstr "从[b]项目 > 工具[/b]中删除菜单[code]name[/code]。" +msgstr "从[b]项目 > 工具[/b]中删除菜单 [code]name[/code]。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26949,9 +26983,9 @@ msgid "" "editor when their viewports are updated. You need to call this method only " "once and it will work permanently for this plugin." msgstr "" -"启用2D编辑器的 [method forward_canvas_force_draw_over_viewport] 和3D编辑器的 " -"[method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。你只" -"需要调用这个方法一次,它就会对这个插件永久起作用。" +"启用 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] 和 3D 编辑" +"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。" +"你只需要调用这个方法一次,它就会对这个插件永久起作用。" #: doc/classes/EditorPlugin.xml msgid "" @@ -27028,8 +27062,8 @@ msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" -"当用户改变工作空间([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b])时触" -"发。也适用于由插件定义的自定义屏幕。" +"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时" +"触发。也适用于由插件定义的自定义屏幕。" #: doc/classes/EditorPlugin.xml msgid "" @@ -27048,7 +27082,7 @@ msgstr "当用户关闭场景时触发。参数是关闭场景的文件路径。 #: doc/classes/EditorPlugin.xml msgid "Represents the size of the [enum DockSlot] enum." -msgstr "表示[enum DockSlot]枚举的大小。" +msgstr "表示 [enum DockSlot] 枚举的大小。" #: doc/classes/EditorProperty.xml msgid "Custom control to edit properties for adding into the inspector." @@ -27078,9 +27112,10 @@ msgid "" "requesting this property to be refreshed (leave as [code]false[/code] if " "unsure)." msgstr "" -"如果一个或几个属性发生了变化,必然会调用这个函数。[code]field[/code]是在你的" -"编辑器可以单独修改字段的情况下使用的(比如Vector3.x)。[code]changing[/code]" -"参数可以避免编辑器要求刷新这个属性(如果不确定的话,就用[code]false[/code])。" +"如果一个或几个属性发生了变化,必然会调用这个函数。[code]field[/code] 是在你的" +"编辑器可以单独修改字段的情况下使用的(比如 Vector3.x)。[code]changing[/" +"code] 参数可以避免编辑器要求刷新这个属性(如果不确定的话,请保持 " +"[code]false[/code])。" #: doc/classes/EditorProperty.xml msgid "Gets the edited object." @@ -27233,7 +27268,7 @@ msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" -"此虚拟法可以实现处理默认未处理的上下文菜单项目。参见 [method " +"此虚拟法可以实现处理默认未处理的上下文菜单项目。见 [method " "set_create_options]。" #: doc/classes/EditorResourcePicker.xml @@ -27266,7 +27301,7 @@ msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离 #: doc/classes/EditorResourcePicker.xml msgid "If [code]true[/code], the value can be selected and edited." -msgstr "如果 [code]true[/code],则可以选择和编辑该值。" +msgstr "如果为 [code]true[/code],则可以选择和编辑该值。" #: doc/classes/EditorResourcePicker.xml msgid "The edited resource value." @@ -27277,7 +27312,7 @@ msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" -"如果 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method " +"如果为 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method " "set_toggle_pressed] 来手动设置状态。" #: doc/classes/EditorResourcePicker.xml @@ -27367,7 +27402,7 @@ msgstr "移除自定义预览生成器。" msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." -msgstr "预览无效(更改)时触发。[code]path[/code]对应的预览路径。" +msgstr "预览无效(更改)时触发。[code]path[/code] 对应的预览路径。" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "Custom generator of previews." @@ -27379,7 +27414,7 @@ msgid "" "thumbnail_size[/code] in [EditorSettings] to find out the right size to do " "previews at." msgstr "" -"自定义代码来生成预览。请查看[EditorSettings]中的[code]file_dialog/" +"自定义代码来生成预览。请查看 [EditorSettings] 中的 [code]file_dialog/" "thumbnail_size[/code],找出适合做预览的尺寸。" #: doc/classes/EditorResourcePreviewGenerator.xml @@ -27388,8 +27423,8 @@ msgid "" "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" -"如果该函数返回 [code]true[/code],生成器将调用[method generate]或[method " -"generate_from_path]来进行小型预览。\n" +"如果该函数返回 [code]true[/code],生成器将调用 [method generate] 或 [method " +"generate_from_path] 来进行小型预览。\n" "默认情况下,它会返回 [code]false[/code]。" #: doc/classes/EditorResourcePreviewGenerator.xml @@ -27440,7 +27475,7 @@ msgstr "" #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." -msgstr "从第三方的3D文件中导入场景。" +msgstr "从第三方的 3D 文件中导入场景。" #: doc/classes/EditorSceneImporter.xml msgid "" @@ -27555,16 +27590,16 @@ msgstr "" "[method post_import]回调接收导入场景的根节点,并返回场景的修改版本。使用示" "例。\n" "[codeblock]\n" -"tool # Needed so it runs in editor\n" +"tool # 因为需要在编辑器中运行\n" "extends EditorScenePostImport\n" "\n" -"# This sample changes all node names\n" +"# 这个实例会修改所有节点的名称\n" "\n" -"# Called right after the scene is imported and gets the root node\n" +"# 会在场景导入后立即调用,获取到的是根节点\n" "func post_import(scene):\n" -" # Change all node names to \"modified_[oldnodename]\"\n" +" # 将所有节点的名称都改成“modified_[节点原名]”\n" " iterate(scene)\n" -" return scene # Remember to return the imported scene\n" +" return scene # 记得要返回导入的场景\n" "\n" "func iterate(node):\n" " if node != null:\n" @@ -27577,7 +27612,7 @@ msgstr "" msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." -msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。" +msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。" #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." @@ -27613,9 +27648,9 @@ msgid "" "is visible in the console window started with the Editor (stdout) instead of " "the usual Godot [b]Output[/b] dock." msgstr "" -"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的 " -"[b]File > Run[/b] 菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 " -"Godot添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 " +"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的" +"[b]文件 > 运行[/b]菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 " +"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 " "[EditorPlugin] 代替。\n" "[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n" "[b]示例脚本:[/b]\n" @@ -27638,12 +27673,12 @@ msgid "" "Adds [code]node[/code] as a child of the root node in the editor context.\n" "[b]Warning:[/b] The implementation of this method is currently disabled." msgstr "" -"将[code]node[/code]添加为编辑器上下文中根节点的子级。\n" +"将 [code]node[/code] 添加为编辑器上下文中根节点的子级。\n" "[b]警告:[/b]此方法的实现前处于禁用状态。" #: doc/classes/EditorScript.xml msgid "Returns the [EditorInterface] singleton instance." -msgstr "返回[EditorInterface]单例的实例。" +msgstr "返回 [EditorInterface] 单例的实例。" #: doc/classes/EditorScript.xml msgid "Returns the Editor's currently active scene." @@ -27680,7 +27715,7 @@ msgstr "持有被编辑资源的脚本属性的所有者 [Node]。" #: doc/classes/EditorSelection.xml msgid "Manages the SceneTree selection in the editor." -msgstr "管理编辑器中的SceneTree选择。" +msgstr "管理编辑器中的 SceneTree 选择。" #: doc/classes/EditorSelection.xml msgid "" @@ -27688,7 +27723,7 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_selection]." msgstr "" -"这个对象管理编辑器中的SceneTree选择。\n" +"这个对象管理编辑器中的 SceneTree 选择。\n" "[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorInterface." "get_selection]访问单例。" @@ -27794,10 +27829,10 @@ msgid "" "editor_settings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" -"将自定义属性信息添加到属性。该词典必须包含:\n" -"-[code]名称[/code]:[String](属性名称)\n" -"-[code]类型[/code]:[int](请参阅[enum Variant.Type])\n" -"-(可选)[code]提示[/code]:[int](请参阅[enum PropertyHint])和" +"将自定义属性信息添加到属性。该字典必须包含:\n" +"-[code]name[/code]:[String](该属性的名称)\n" +"-[code]type[/code]:[int](见 [enum Variant.Type])\n" +"-(可选)[code]hint[/code]:[int](见 [enum PropertyHint])和 " "[code]hint_string[/code]:[String]\n" "[b]示例:[/b]\n" "[codeblock]\n" @@ -27815,7 +27850,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "Erases the setting whose name is specified by [code]property[/code]." -msgstr "删除名称为指定[code]property[/code]的设置。" +msgstr "删除名称为指定 [code]property[/code] 的设置。" #: doc/classes/EditorSettings.xml msgid "Returns the list of favorite files and directories for this project." @@ -27827,8 +27862,9 @@ msgid "" "[code]key[/code] specified. If the metadata doesn't exist, [code]default[/" "code] will be returned instead. See also [method set_project_metadata]." msgstr "" -"返回指定的[code]section[/code]和[code]key[/code]的特定项目元数据。如果元数据" -"不存在,将返回 [code]default[/code]。另请参阅 [method set_project_metadata]。" +"返回指定的 [code]section[/code] 和 [code]key[/code] 的特定项目元数据。如果元" +"数据不存在,将返回 [code]default[/code]。另请参阅 [method " +"set_project_metadata]。" #: doc/classes/EditorSettings.xml msgid "" @@ -27850,7 +27886,7 @@ msgid "" "Returns the value of the setting specified by [code]name[/code]. This is " "equivalent to using [method Object.get] on the EditorSettings instance." msgstr "" -"返回 [code]name[/code] 指定的设置的值。这相当于在EditorSettings实例上使用" +"返回 [code]name[/code] 指定的设置的值。相当于在 EditorSettings 实例上使用 " "[method Object.get]。" #: doc/classes/EditorSettings.xml @@ -27861,8 +27897,8 @@ msgid "" "[code]settings/templates[/code] - Where export templates are located" msgstr "" "获取引擎的全局设置路径。在此路径内,您可以找到一些标准路径,例如:\n" -"[code]settings / tmp[/code]-用于文件的临时存储\n" -"[code]settings/templates[/code]-导出模板所在的位置" +"[code]settings/tmp[/code] - 用于文件的临时存储\n" +"[code]settings/templates[/code] - 导出模板所在的位置" #: doc/classes/EditorSettings.xml msgid "" @@ -27879,7 +27915,7 @@ msgid "" "When this method returns [code]true[/code], a Revert button will display " "next to the setting in the Editor Settings." msgstr "" -"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回 [code]true[/" +"如果 [code]name[/code] 指定的设置可以将其值还原为默认值,则返回 [code]true[/" "code],否则返回 [code]false[/code]。当此方法返回 [code]true[/code] 时,编辑器" "设置中的设置旁边会显示一个还原按钮。" @@ -27889,8 +27925,8 @@ msgid "" "This is the value that would be applied when clicking the Revert button in " "the Editor Settings." msgstr "" -"返回 [code]name[/code] 指定的设置的默认值。当点击编辑器设置中的 \"还原 \"按钮" -"时,该值将被应用。" +"返回 [code]name[/code] 指定的设置的默认值。当点击编辑器设置中的“还原”按钮时," +"该值将被应用。" #: doc/classes/EditorSettings.xml msgid "Sets the list of favorite files and directories for this project." @@ -27930,8 +27966,8 @@ msgid "" "This is equivalent to using [method Object.set] on the EditorSettings " "instance." msgstr "" -"设置 [code]name[/code] 指定的设置的 [code]value[/code]。这相当于在" -"EditorSettings实例上使用[method Object.set]。" +"将 [code]name[/code] 指定的设置项设置为 [code]value[/code]。相当于在 " +"EditorSettings 实例上使用 [method Object.set]。" #: doc/classes/EditorSettings.xml msgid "Emitted after any editor setting has changed." @@ -27964,8 +28000,8 @@ msgid "" "Adds the specified [code]segments[/code] to the gizmo's collision shape for " "picking. Call this function during [method redraw]." msgstr "" -"将指定的[code]segments[/code]添加到gizmo的碰撞形状中,以便挑选。在[method " -"redraw]时调用此函数。" +"将指定的 [code]segments[/code] 添加到 gizmo 的碰撞形状中,以便挑选。在 " +"[method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -27973,8 +28009,8 @@ msgid "" "generated from a regular [Mesh] too. Call this function during [method " "redraw]." msgstr "" -"将碰撞三角形添加到小工具中,供挑选。也可以从普通的[Mesh]生成[TriangleMesh]。" -"在[method redraw]时调用此函数。" +"将碰撞三角形添加到小工具中,供挑选。也可以从普通的 [Mesh] 生成 " +"[TriangleMesh]。在 [method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -27992,8 +28028,8 @@ msgid "" "lines are used for visualizing the gizmo. Call this function during [method " "redraw]." msgstr "" -"用给定的材质在小工具上添加线条到gizmo (作为2个点的集合)。线条用于可视化" -"gizmo。在[method redraw]时调用此函数。" +"用给定的材质在小工具上添加线条到 gizmo(作为 2 个点的集合)。线条用于可视化 " +"gizmo。在 [method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28011,7 +28047,7 @@ msgstr "" msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." -msgstr "添加一个未缩放的广告牌以实现可视化。在[method redraw]时调用此函数。" +msgstr "添加一个未缩放的广告牌以实现可视化。在 [method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28090,15 +28126,14 @@ msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" -"设置工具的隐藏状态。如果[code]true[/code],则小控件将被隐藏。如果" +"设置工具的隐藏状态。如果为 [code]true[/code],则小控件将被隐藏。如果为 " "[code]false[/code],将显示它。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." -msgstr "" -"设置工具的参考 [Spatial] 节点。 [code]node[/code]必须继承自 [Spatial]。" +msgstr "设置工具的参考 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." @@ -28132,13 +28167,13 @@ msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" -"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回 [code]true[/code]。" +"重写此方法以定义是否可以隐藏 Gizmo。如果未覆盖,则返回 [code]true[/code]。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." -msgstr "重写此方法以提交Gizmo句柄。调用此插件的活动辅助工具。" +msgstr "重写此方法以提交 Gizmo 句柄。调用此插件的活动辅助工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28189,13 +28224,13 @@ msgstr "" msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." -msgstr "重写此方法以提供Gizmo的句柄名称。调用此插件的活动工具。" +msgstr "重写此方法以提供 Gizmo 的句柄名称。调用此插件的活动工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." -msgstr "从Gizmo获取句柄的实际值。调用此插件的活动工具。" +msgstr "从 Gizmo 获取句柄的实际值。调用此插件的活动工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28264,7 +28299,7 @@ msgstr "更新句柄后更新其值。调用此插件的活动工具。" #: doc/classes/EditorSpinSlider.xml msgid "Godot editor's control for editing numeric values." -msgstr "Godot编辑器用于编辑数值的控件。" +msgstr "Godot 编辑器用于编辑数值的控件。" #: doc/classes/EditorSpinSlider.xml msgid "" @@ -28336,8 +28371,8 @@ msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" -"从远程仓库中抓取新修改,但不将修改写入当前工作目录。与 [code]git fetch[/" -"code] 等效。" +"从远程仓库中抓取新修改,但不将修改写入当前工作目录。相当于 [code]git fetch[/" +"code]。" #: doc/classes/EditorVCSInterface.xml msgid "" @@ -28358,7 +28393,7 @@ msgid "" "file path, returns a file diff, and if it is a commit identifier, then " "returns a commit diff." msgstr "" -"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_diff_file]、" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_file]、" "[method create_diff_hunk]、[method create_diff_line]、[method " "add_line_diffs_into_diff_hunk]、[method add_diff_hunks_into_diff_file]),每" "一项都包含一个差异的信息。如果 [code]identifier[/code] 是文件路径,则返回文件" @@ -28370,25 +28405,25 @@ msgid "" "each containing a line diff between a file at [code]file_path[/code] and the " "[code]text[/code] which is passed in." msgstr "" -"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_diff_hunk])," -"每一项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间" -"的单行差异。" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一" +"项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间的单" +"行差异。" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." msgstr "" -"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method " -"create_status_file]),每一项都包含项目文件夹中每个已修改的文件的状态数据。" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_status_file]),每" +"一项都包含项目文件夹中每个已修改的文件的状态数据。" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" -"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_commit]),每" -"一项都包含一个过去提交的数据。" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项" +"都包含一个过去提交的数据。" #: doc/classes/EditorVCSInterface.xml msgid "" @@ -28590,19 +28625,19 @@ msgid "" "This class is used internally by the editor inspector and script debugger, " "but can also be used in plugins to pass and display objects as their IDs." msgstr "" -"实用类,它拥有对[Object]实例的内部标识符的引用,该标识符由[method Object." -"get_instance_id]给出。这个ID可以通过[method @GDScript.instance_from_id]来检索" -"对象实例。\n" +"实用类,它拥有对 [Object] 实例的内部标识符的引用,该标识符由 [method Object." +"get_instance_id] 给出。这个 ID 可以通过 [method @GDScript.instance_from_id] " +"来检索对象实例。\n" "这个类在内部被编辑器检查器和脚本调试器使用,但也可以在插件中使用,以传递和显" -"示对象作为它们的ID。" +"示对象作为它们的 ID。" #: doc/classes/EncodedObjectAsID.xml msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" -"存储在这个[EncodedObjectAsID]实例中的[Object]标识符。对象实例可以用[method " -"@GDScript.instance_from_id]检索。" +"存储在这个 [EncodedObjectAsID] 实例中的 [Object] 标识符。对象实例可以用 " +"[method @GDScript.instance_from_id] 检索。" #: doc/classes/Engine.xml msgid "Access to engine properties." @@ -28613,7 +28648,7 @@ msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " "parameters, such as frames per second, time scale, and others." msgstr "" -"[Engine]单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" +"[Engine] 单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" #: doc/classes/Engine.xml msgid "" @@ -28809,7 +28844,8 @@ msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" -"如果全局范围内存在具有给定[code]name[/code]的单例,则返回 [code]true[/code]。" +"如果全局范围内存在具有给定 [code]name[/code] 的单例,则返回 [code]true[/" +"code]。" #: doc/classes/Engine.xml msgid "" @@ -28920,7 +28956,7 @@ msgid "" "running a project from the editor." msgstr "" "如果为 [code]false[/code],则停止打印错误和警告信息到控制台和编辑器输出日志。" -"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于 [member " +"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性相当于 [member " "ProjectSettings.application/run/disable_stderr] 项目设置。\n" "[b]警告:[/b]如果你在项目的任意位置将其设置为 [code]false[/code],重要的错误" "信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把" @@ -29055,17 +29091,17 @@ msgid "" "[code]adjustment_*[/code] properties will have no effect on the rendered " "scene." msgstr "" -"如果 [code]true[/code],则启用此资源提供的 [code]adjusting_*[/code] 属性。如" -"果[code]false[/code],对[code]adjustment_*[/code]属性的修改将不会对渲染的场景" -"产生影响。" +"如果为 [code]true[/code],则启用此资源提供的 [code]adjusting_*[/code] 属性。" +"如果为 [code]false[/code],对[code]adjustment_*[/code]属性的修改将不会对渲染" +"的场景产生影响。" #: doc/classes/Environment.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -"渲染场景的全局色彩饱和度值,默认值为1。只有在[code]adjustment_enabled[/code]" -"为 [code]true[/code] 时才有效。" +"渲染场景的全局色彩饱和度值,默认值为1。只有在 [code]adjustment_enabled[/" +"code] 为 [code]true[/code] 时才有效。" #: doc/classes/Environment.xml msgid "The ambient light's [Color]." @@ -29100,8 +29136,8 @@ msgid "" "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" -"如果[code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果[code]true[/" -"code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。" +"如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 " +"[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。" #: doc/classes/Environment.xml msgid "The maximum luminance value for the auto exposure." @@ -29125,21 +29161,21 @@ msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时 #: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." -msgstr "在背景中显示的相机源的ID。" +msgstr "在背景中显示的相机源的 ID。" #: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." -msgstr "要显示的最大图层ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。" +msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。" #: doc/classes/Environment.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -"场景中清除区域显示的[Color]。仅在使用[constant BG_COLOR]或[constant " -"BG_COLOR_SKY]背景模式时有效。" +"场景中清除区域显示的 [Color]。仅在使用 [constant BG_COLOR] 或 [constant " +"BG_COLOR_SKY] 背景模式时有效。" #: doc/classes/Environment.xml msgid "The power of the light emitted by the background." @@ -29147,7 +29183,7 @@ msgstr "背景发出的光的功率。" #: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." -msgstr "背景模式。请参阅[enum BGMode]了解可能的值。" +msgstr "背景模式。可能的取值见 [enum BGMode]。" #: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." @@ -29180,7 +29216,7 @@ msgstr "远景模糊效果影响渲染的距离。" #: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." -msgstr "如果[code]true[/code],启用景深远景模糊效果。" +msgstr "如果为 [code]true[/code],启用景深远景模糊效果。" #: doc/classes/Environment.xml msgid "" @@ -29205,7 +29241,7 @@ msgstr "近似模糊效果影响渲染的地方与相机的距离。" #: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." -msgstr "如果[code]true[/code],启用景深近模糊效果。" +msgstr "如果为 [code]true[/code],启用景深近模糊效果。" #: doc/classes/Environment.xml msgid "" @@ -29221,7 +29257,7 @@ msgstr "近模糊和无模糊区域之间的过渡长度。" #: doc/classes/Environment.xml msgid "The fog's [Color]." -msgstr "雾的[Color]。" +msgstr "雾的 [Color]。" #: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." @@ -29247,8 +29283,8 @@ msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -"雾的深度终点与摄像机的距离。如果此值被设置为0,则等于当前摄像机的[member " -"Camera.far]值。" +"雾的深度终点与摄像机的距离。如果此值被设置为0,则等于当前摄像机的 [member " +"Camera.far] 值。" #: doc/classes/Environment.xml msgid "" @@ -29256,8 +29292,8 @@ msgid "" "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" -"如果[code]true[/code],则启用雾化效果。必须将[member fog_height_enabled]和/或" -"[member fog_depth_enabled]设置为 [code]true[/code],才能实际显示雾气。" +"如果为 [code]true[/code],则启用雾化效果。必须将 [member fog_height_enabled] " +"和/或 [member fog_depth_enabled] 设置为 [code]true[/code],才能实际显示雾气。" #: doc/classes/Environment.xml msgid "" @@ -29273,8 +29309,8 @@ msgid "" "performance cost compared to a dedicated shader." msgstr "" "如果为 [code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多" -"远,雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色" -"器相比,性能成本更低。" +"远,雾气都会出现在规定的高度范围内。这可以用来模拟“深水”效果,与专用着色器相" +"比,性能成本更低。" #: doc/classes/Environment.xml msgid "" @@ -29282,8 +29318,8 @@ msgid "" "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" -"雾气高度最强的Y坐标。如果这个值大于[member fog_height_min],雾气将从下往上显" -"示。否则,将从上到下显示。" +"雾气高度最强的 Y 坐标。如果这个值大于 [member fog_height_min],雾气将从下往上" +"显示。否则,将从上到下显示。" #: doc/classes/Environment.xml msgid "" @@ -29291,8 +29327,8 @@ msgid "" "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" -"雾气高度最弱的Y坐标。如果这个值大于[member fog_height_max],雾气将从上到下显" -"示。否则,将从下往上显示。" +"雾气高度最弱的 Y 坐标。如果这个值大于 [member fog_height_max],雾气将从上到下" +"显示。否则,将从下往上显示。" #: doc/classes/Environment.xml msgid "" @@ -29305,7 +29341,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." -msgstr "朝太阳看时,深雾的[Color]。" +msgstr "朝太阳看时,深雾的 [Color]。" #: doc/classes/Environment.xml msgid "" @@ -29318,8 +29354,8 @@ msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" -"启用雾的透光效果。如果[code]true[/code],光线在雾中会更加明显,以模拟现实生活" -"中的光散射。" +"启用雾的透光效果。如果为 [code]true[/code],光线在雾中会更加明显,以模拟现实" +"生活中的光散射。" #: doc/classes/Environment.xml msgid "" @@ -29329,8 +29365,8 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" "以牺牲性能为代价,消除由更高级别采样产生的块状效应。\n" -"[b]注意:[/b]使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/code] " -"扩展时才可用。" +"[b]注意:[/b]使用 GLES2 渲染器时,只有 GPU 支持 [code]GL_EXT_gpu_shader4[/" +"code] 扩展时才可用。" #: doc/classes/Environment.xml msgid "The glow blending mode." @@ -29491,7 +29527,7 @@ msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。" msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." -msgstr "如果 [code]true[/code],屏幕空间反射将考虑材质粗糙度。" +msgstr "如果为 [code]true[/code],屏幕空间反射将考虑材质粗糙度。" #: doc/classes/Environment.xml msgid "" @@ -29514,7 +29550,7 @@ msgstr "" msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." -msgstr "屏幕空间环境光遮蔽质量。可能的值请参阅 [enum SSAOBlur]。" +msgstr "屏幕空间环境光遮蔽质量。可能的取值见 [enum SSAOBlur]。" #: doc/classes/Environment.xml msgid "The screen-space ambient occlusion color." @@ -29534,8 +29570,8 @@ msgid "" "a costly effect and should be disabled first when running into performance " "issues." msgstr "" -"如果[code]true[/code],启用屏幕空间环境光遮蔽效果。这将使物体的角落和空洞变" -"暗,以模拟现实生活中环境光无法到达整个物体。这对于小型的动态物体来说效果很" +"如果为 [code]true[/code],启用屏幕空间环境光遮蔽效果。这将使物体的角落和空洞" +"变暗,以模拟现实生活中环境光无法到达整个物体。这对于小型的动态物体来说效果很" "好,但在大型静态物体上,烘焙的照明或环境光遮蔽纹理会更好地显示环境光遮蔽。这" "是一个昂贵的效果,当遇到性能问题时,应该首先禁用。" @@ -29626,8 +29662,8 @@ msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" -"使用[member ProjectSettings.rendering/environment/default_clear_color]中定义" -"的底色清除背景。" +"使用 [member ProjectSettings.rendering/environment/default_clear_color] 中定" +"义的底色清除背景。" #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." @@ -29644,13 +29680,13 @@ msgid "" "BG_SKY] and should be preferred in scenes where reflections can be visible, " "but the sky itself never is (e.g. top-down camera)." msgstr "" -"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比" -"[constant BG_SKY]稍快,应是在可以看到反射,但天空本身不可见的场景中的首选,例" -"如,自上而下的相机。" +"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比 " +"[constant BG_SKY] 稍快,应是在可以看到反射,但天空本身不可见的场景中的首选" +"(例如,自上而下的相机)。" #: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." -msgstr "在背景中显示[CanvasLayer]。" +msgstr "在背景中显示 [CanvasLayer]。" #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." @@ -29658,7 +29694,7 @@ msgstr "在背景中显示相机源。" #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." -msgstr "表示[enum BGMode]枚举的大小。" +msgstr "表示 [enum BGMode] 枚举的大小。" #: doc/classes/Environment.xml msgid "" @@ -29763,15 +29799,15 @@ msgstr "屏幕空间环境遮挡效果不模糊(最快)。" #: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." -msgstr "1×1模糊的屏幕空间环境遮挡效果。" +msgstr "1×1 模糊的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." -msgstr "2×2模糊的屏幕空间环境遮挡效果。" +msgstr "2×2 模糊的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." -msgstr "3×3模糊的屏幕空间环境遮挡效果(最慢)。" +msgstr "3×3 模糊的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." @@ -29787,7 +29823,7 @@ msgstr "高质量的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." -msgstr "一个存储你可以执行的表达式的类。" +msgstr "存储你可以执行的表达式的类。" #: doc/classes/Expression.xml msgid "" @@ -29816,9 +29852,9 @@ msgid "" msgstr "" "表达式可以由任何算术运算、内置数学函数调用、传递实例的方法调用或内置类型构造" "调用组成。\n" -"一个使用内置数学函数的表达式文本示例可以是[code]sqrt(pow(3,2)+pow(4,2))[/" +"一个使用内置数学函数的表达式文本示例可以是 [code]sqrt(pow(3,2)+pow(4,2))[/" "code]。\n" -"在下面的例子中,我们使用一个[LineEdit]节点来写我们的表达式并显示结果。\n" +"在下面的例子中,我们使用 [LineEdit] 节点来写我们的表达式并显示结果。\n" "[codeblock]\n" "onready var expression = Expression.new()\n" "\n" @@ -29843,18 +29879,18 @@ msgid "" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" -"执行之前由[method parse]解析的表达式,并返回结果。在使用返回的对象之前,应该" -"通过调用 [method has_execute_failed] 来检查方法是否失败。\n" +"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应" +"该通过调用 [method has_execute_failed] 来检查方法是否失败。\n" "如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定" "它们的值。" #: doc/classes/Expression.xml msgid "Returns the error text if [method parse] has failed." -msgstr "如果[method parse]失败了,返回错误文本。" +msgstr "如果 [method parse] 失败了,返回错误文本。" #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." -msgstr "如果[method execute]失败,返回 [code]true[/code]。" +msgstr "如果 [method execute] 失败,返回 [code]true[/code]。" #: doc/classes/Expression.xml msgid "" @@ -29863,13 +29899,13 @@ msgid "" "expression with [code]input_names[/code], so that you can bind them when it " "gets executed." msgstr "" -"解析表达式并返回一个[enum Error]代码。\n" -"你可以选择用[code]input_names[/code]指定可能出现在表达式中的变量名称,这样你" -"就可以在表达式被执行时绑定它们。" +"解析表达式并返回一个 [enum Error] 代码。\n" +"你可以选择用 [code]input_names[/code] 指定可能出现在表达式中的变量名称,这样" +"你就可以在表达式被执行时绑定它们。" #: doc/classes/ExternalTexture.xml msgid "Enable OpenGL ES external texture extension." -msgstr "启用OpenGL ES外部纹理扩展。" +msgstr "启用 OpenGL ES 外部纹理扩展。" #: doc/classes/ExternalTexture.xml msgid "" @@ -29878,10 +29914,10 @@ msgid "" "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n" "[b]Note:[/b] This is only supported for Android platforms." msgstr "" -"启用对OpenGL ES外部纹理扩展的支持,如[url=https://www.khronos.org/registry/" -"OpenGL/extensions/OES/OES_EGL_image_external.txt]OES_EGL_image_external[/url]" -"所定义。\n" -"[b]注意:[/b]这只支持Android平台。" +"启用对 OpenGL ES 外部纹理扩展的支持,如 [url=https://www.khronos.org/" +"registry/OpenGL/extensions/OES/OES_EGL_image_external." +"txt]OES_EGL_image_external[/url] 所定义。\n" +"[b]注意:[/b]这只支持 Android 平台。" #: doc/classes/ExternalTexture.xml msgid "Returns the external texture name." @@ -30131,7 +30167,7 @@ msgstr "" msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." -msgstr "返回一个给定路径文件的MD5字符串,如果失败则返回一个空的[String]。" +msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。" #: doc/classes/File.xml msgid "" @@ -30140,9 +30176,9 @@ msgid "" "timestamp can be converted to datetime by using [method OS." "get_datetime_from_unix_time]." msgstr "" -"返回unix格式的时间戳[code]file[/code]为文件的最后修改时间,或者返回一个" -"[String]\"ERROR IN [code]file[/code]\"。这个unix时间戳可以通过使用[method OS." -"get_datetime_from_unix_time]转换为数据时间。" +"返回文件 [code]file[/code] 的最后修改时间的 unix 格式的时间戳,或者返回一个 " +"[String] \"ERROR IN [code]file[/code]\"。这个 unix 时间戳可以通过使用 " +"[method OS.get_datetime_from_unix_time] 转换为数据时间。" #: doc/classes/File.xml msgid "" @@ -30368,8 +30404,8 @@ msgid "" "store the length of the string).\n" "Text will be encoded as UTF-8." msgstr "" -"将给定的[String]以Pascal格式存储在文件中(例如,也将字符串长度存储)。\n" -"文本将被编码为UTF-8。" +"将给定的 [String] 以 Pascal 格式存储在文件中(即同时存储字符串的长度)。\n" +"将使用 UTF-8 编码文本。" #: doc/classes/File.xml msgid "Stores a floating-point number in the file." @@ -30432,8 +30468,8 @@ msgstr "" "%E5%AD%97%E8%8A%82%E5%BA%8F]字节序[/url]读取。为 [code]false[/code] 时文件以" "小端字节序读取。如果不确定,请将其保留为 [code]false[/code],因为大多数文件都" "是以小端字节序编写的。\n" -"[b]注意:[/b][member endian_swap] 只是文件格式,与 CPU 类型无关。 CPU 字节序" -"不会影响写入文件的默认字节序。\n" +"[b]注意:[/b][member endian_swap] 只是文件格式,与 CPU 类型无关。CPU 字节序不" +"会影响写入文件的默认字节序。\n" "[b]注意:[/b]每当您打开文件时,它总是重置为 [code]false[/code]。因此,必须在" "[i]打开文件之后[/i]设置 [member endian_swap],而不是之前。" @@ -30588,7 +30624,7 @@ msgid "" "Supported Images\"[/code] will show both PNG and JPEG files when selected." msgstr "" "可用的文件类型过滤器。例如,这仅显示 [code].png[/code] 和 [code].gd[/code] 文" -"件: [code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; " +"件:[code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; " "GDScript Files\" ]))[/code]。单个过滤器中也可以指定多个文件类型。选中 " "[code]\"*.png, *.jpg, *.jpeg ; Supported Images\"[/code] 后会 PNG 和 JPEG 文" "件都会显示。" @@ -30606,12 +30642,12 @@ msgid "" "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] " "will change the window title to \"Open a File\")." msgstr "" -"如果 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例" +"如果为 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例" "如,将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。" #: doc/classes/FileDialog.xml msgid "If [code]true[/code], the dialog will show hidden files." -msgstr "如果[code]true[/code],对话框将显示出隐藏文件。" +msgstr "如果为 [code]true[/code],对话框将显示出隐藏文件。" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." @@ -30653,7 +30689,7 @@ msgstr "当文件存在时,对话框会发出警告。" msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." -msgstr "该对话框只允许访问[Resource]路径下的文件([code]res://[/code])。" +msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。" #: doc/classes/FileDialog.xml msgid "" @@ -30673,7 +30709,7 @@ msgstr "应用于文件图标的颜色调制。" msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." -msgstr "禁用文件的色调(当[FileDialog]在打开文件夹模式下使用时)。" +msgstr "禁用文件的色调(当 [FileDialog] 在打开文件夹模式下使用时)。" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the folder icon." @@ -30832,8 +30868,8 @@ msgid "" "from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_string]." msgstr "" -"在给定位置使用字体将[code]string[/code]绘制到画布项目中,并使用" -"[code]modulate[/code]颜色,并可以选择裁剪宽度。 [code]position[/code]指定基" +"在给定位置使用字体将 [code]string[/code] 绘制到画布项目中,并使用 " +"[code]modulate[/code] 颜色,并可以选择裁剪宽度。[code]position[/code] 指定基" "线,而不是顶部。要从顶部绘制,必须在 Y 轴上添加[i]升部[/i]。\n" "另请参阅 [method CanvasItem.draw_string]。" @@ -30969,10 +31005,10 @@ msgid "" "function, a reference to a function in a given object can be created, passed " "around and called." msgstr "" -"在GDScript中,函数不是[i]第一类对象[/i]。这意味着不可能将它们直接作为变量存" +"在 GDScript 中,函数不是[i]第一类对象[/i]。这意味着不可能将它们直接作为变量存" "储,从另一个函数中返回,或将它们作为参数传递。\n" -"然而,通过使用[method @GDScript.funcref]函数创建一个[FuncRef],可以创建、传递" -"和调用给定对象中的一个函数的引用。" +"然而,通过使用 [method @GDScript.funcref] 函数创建一个 [FuncRef],可以创建、" +"传递和调用给定对象中的一个函数的引用。" #: doc/classes/FuncRef.xml msgid "" @@ -31002,8 +31038,8 @@ msgid "" "actually inheriting from [Object], not a built-in type such as [int], " "[Vector2] or [Dictionary]." msgstr "" -"包含被引用函数的对象。这个对象必须是实际继承自[Object]的类型,而不是像[int]、" -"[Vector2]或[Dictionary]这样的内置类型。" +"包含被引用函数的对象。这个对象必须是实际继承自 [Object] 的类型,而不是像 " +"[int]、[Vector2]、[Dictionary] 这样的内置类型。" #: doc/classes/FuncRef.xml msgid "The name of the referenced function." @@ -31012,7 +31048,7 @@ msgstr "被引用函数的名称。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "An external library containing functions or script classes to use in Godot." -msgstr "一个包含函数或脚本类的外部库,可以在Godot中使用。" +msgstr "包含函数或脚本类的外部库,可以在 Godot 中使用。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -31066,8 +31102,8 @@ msgid "" "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor " "will attempt to unload the tool scripts while they're in use and crash." msgstr "" -"如果[code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许用户" -"重新编译库,而不需要重新启动Godot。\n" +"如果为 [code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许" +"用户重新编译库,而不需要重新启动Godot。\n" "[b]注意:[/b]如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必" "须是[code]false[/code]。否则,编辑器会在工具脚本正在使用的时候尝试卸载它们时" "而崩溃。" @@ -31081,8 +31117,8 @@ msgid "" "loaded as long as Godot is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" -"如果[code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时,在" -"初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/" +"如果为 [code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时," +"在初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/" "code]是[member symbol_prefix]的值)。只要Godot在运行,该库就一直被加载。\n" "[b]注意:[/b]单例库不能是[member reloadable]。" @@ -31101,7 +31137,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "A script implemented in the GDScript programming language." -msgstr "一个用 GDScript 编程语言实现的脚本。" +msgstr "用 GDScript 编程语言实现的脚本。" #: modules/gdscript/doc_classes/GDScript.xml msgid "" @@ -31140,7 +31176,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "State of a function call after yielding." -msgstr "一个函数在调用后失效的状态。" +msgstr "函数调用在 yield 后所处的状态。" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "" @@ -31180,7 +31216,7 @@ msgid "" msgstr "" "继续执行让步的函数调用。\n" "如果传递了一个参数,则从产生的函数调用中的 [method @GDScript.yield] 调用返回" -"参数。你可以通过例如一个 [Array] 来处理多个参数。 \n" +"参数。你可以通过例如一个 [Array] 来处理多个参数。\n" "此函数返回接续的函数调用后返回的内容,如果再次恢复调用,可能是另一个函数状" "态。" @@ -31188,7 +31224,8 @@ msgstr "" msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." -msgstr "通用的6度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。" +msgstr "" +"通用的 6 度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -31196,8 +31233,8 @@ msgid "" "and the latter 3 DOF axes represent the angular motion. Each axis can be " "either locked, or limited." msgstr "" -"前3个DOF轴是线性轴,代表物体的平移,后3个DOF轴代表角运动。每个轴可以被锁定," -"也可以被限制。" +"前 3 个 DOF 轴是线性轴,代表物体的平移,后 3 个 DOF 轴代表角运动。每个轴可以" +"被锁定,也可以被限制。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -31634,8 +31671,8 @@ msgid "" "at the origin. The box size is defined by [code]extents[/code], which " "represents one (positive) corner of the box (i.e. half its actual size)." msgstr "" -"返回一个包含6个[Plane]的数组,描述以原点为中心的盒子的边。盒子的大小由" -"[code]extents[/code]定义,它代表盒子的一个(正)角(即其实际大小的一半)。" +"返回一个包含 6 个 [Plane] 的数组,描述以原点为中心的盒子的边。盒子的大小由 " +"[code]extents[/code] 定义,它代表盒子的一个(正)角(即其实际大小的一半)。" #: doc/classes/Geometry.xml msgid "" @@ -31647,10 +31684,11 @@ msgid "" "[code]axis[/code] describes the axis along which the capsule is oriented (0 " "for X, 1 for Y, 2 for Z)." msgstr "" -"返回一个[Plane]数组,该数组紧密地绑定着一个以原点为中心,半径为[code]radius[/" -"code],高度为[code]height[/code]的面状胶囊。参数[code]side[/code]定义了将为胶" -"囊的侧面部分生成多少个平面,而[code]lats[/code]则给出了胶囊底部和顶部的纬向阶" -"梯数。参数[code]axis[/code]描述了胶囊的方向轴(0为X,1为Y,2为Z)。" +"返回一个 [Plane] 数组,该数组紧密地绑定着一个以原点为中心,半径为 " +"[code]radius[/code],高度为 [code]height[/code] 的面状胶囊。参数 [code]side[/" +"code] 定义了将为胶囊的侧面部分生成多少个平面,而 [code]lats[/code] 则给出了胶" +"囊底部和顶部的纬向阶梯数。参数 [code]axis[/code] 描述了胶囊的方向轴(0 代表 " +"X、1 代表 Y、2 代表 Z)。" #: doc/classes/Geometry.xml msgid "" @@ -31661,18 +31699,18 @@ msgid "" "describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 " "for Z)." msgstr "" -"返回一个[Plane]数组,该数组紧密绑定以原点为中心的切面圆柱体,其半径为" -"[code]radius[/code],高度为[code]height[/code]。参数[code]side[/code]定义了将" -"为圆柱体的圆形部分生成多少个平面。参数[code]axis[/code]描述了圆柱体的方向轴" -"(0代表X,1代表Y,2代表Z)。" +"返回一个 [Plane] 数组,该数组紧密绑定以原点为中心的切面圆柱体,其半径为 " +"[code]radius[/code],高度为 [code]height[/code]。参数 [code]side[/code] 定义" +"了将为圆柱体的圆形部分生成多少个平面。参数 [code]axis[/code] 描述了圆柱体的方" +"向轴(0 代表 X、1 代表 Y、2 代表 Z)。" #: doc/classes/Geometry.xml msgid "" "Clips the polygon defined by the points in [code]points[/code] against the " "[code]plane[/code] and returns the points of the clipped polygon." msgstr "" -"将[code]point[/code]中的点所定义的多边形与[code]plane[/code]进行对比,并返回" -"被剪切的多边形的点。" +"将 [code]point[/code] 中的点所定义的多边形与 [code]plane[/code] 进行对比,并" +"返回被剪切的多边形的点。" #: doc/classes/Geometry.xml msgid "" @@ -31684,11 +31722,13 @@ msgid "" "outer polygon (boundary) and inner polygon (hole) which could be " "distinguished by calling [method is_polygon_clockwise]." msgstr "" -"将[code]polygon_a[/code]与[code]polygon_b[/code]进行对比,并返回一个被剪切的" -"多边形数组。这在多边形之间执行[constant OPERATION_DIFFERENCE]。如果" -"[code]polygon_b[/code]与[code]polygon_a[/code]完全重合,则返回一个空数组。\n" -"如果[code]polygon_b[/code]被[code]polygon_a[/code]包围,返回一个外部多边形" -"(边界)和内部多边形(孔),可以通过调用[method is_polygon_clockwise]来区分。" +"将 [code]polygon_a[/code] 与 [code]polygon_b[/code] 进行对比,并返回一个被剪" +"切的多边形数组。这在多边形之间执行 [constant OPERATION_DIFFERENCE]。如果 " +"[code]polygon_b[/code] 与 [code]polygon_a[/code] 完全重合,则返回一个空数" +"组。\n" +"如果 [code]polygon_b[/code] 被 [code]polygon_a[/code] 包围,返回一个外部多边" +"形(边界)和内部多边形(孔),可以通过调用 [method is_polygon_clockwise] 来区" +"分。" #: doc/classes/Geometry.xml msgid "" @@ -31697,16 +31737,16 @@ msgid "" "between the polyline and the polygon. This operation can be thought of as " "cutting a line with a closed shape." msgstr "" -"将[code]polyline[/code]与[code]polygon[/code]相对应,并返回一个折线数组。在折" -"线和多边形之间执行[constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一个" -"封闭的形状切割一条线。" +"将 [code]polyline[/code] 与 [code]polygon[/code] 相对应,并返回一个折线数组。" +"在折线和多边形之间执行 [constant OPERATION_DIFFERENCE]。这个操作可以被认为是" +"用一个封闭的形状切割一条线。" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s, returns the convex hull as a list of points in " "counterclockwise order. The last point is the same as the first one." msgstr "" -"给出一个[Vector2]s的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一" +"给出一个 [Vector2] 的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一" "个点相同。" #: doc/classes/Geometry.xml @@ -31733,8 +31773,8 @@ msgid "" "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" -"返回3D部份([code]s1[/code], [code]s2[/code])上离[code]point[/code]最近的3D" -"点。返回的点将总是在指定的部份内。" +"返回 3D 线段([code]s1[/code], [code]s2[/code])上离 [code]point[/code] 最近" +"的 3D 点。返回的点将总是在指定的部份内。" #: doc/classes/Geometry.xml msgid "" @@ -31742,8 +31782,8 @@ msgid "" "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" -"返回2D段([code]s1[/code], [code]s2[/code])上最接近[code]point[/code]的2D" -"点。返回的点将总是在指定的线段内。" +"返回 2D 线段 ([code]s1[/code], [code]s2[/code]) 上离 [code]point[/code] 最近" +"的 2D 点。返回的点将总是在指定的线段内。" #: doc/classes/Geometry.xml msgid "" @@ -31988,8 +32028,8 @@ msgid "" msgstr "" "给出2D线段([code]segment_from[/code],[code]segment_to[/code]),返回线段上" "与圆心为 [code]circle_position[/code] 、半径为 [code]circle_radius[/code] 圆" -"的相交位置(以0到1之间的数字)。如果线段没有与圆相交,则返回-1(如果延伸线段" -"的线段与圆相交,但线段没有相交,也是这种情况)。" +"的相交位置(以0 到 1之间的数字)。如果线段没有与圆相交,则返回-1(如果延伸线" +"段的线段与圆相交,但线段没有相交,也是这种情况)。" #: doc/classes/Geometry.xml msgid "" @@ -32109,7 +32149,7 @@ msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被 msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." -msgstr "在[code]1 * delta[/code]的所有凸边连接处均匀地应用平方。" +msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。" #: doc/classes/Geometry.xml msgid "" @@ -32133,13 +32173,13 @@ msgstr "" msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." -msgstr "端点使用[enum PolyJoinType]值连接,路径被填充为多边形。" +msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形。" #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." -msgstr "端点使用[enum PolyJoinType]值连接,路径被填充为多边形线。" +msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形线。" #: doc/classes/Geometry.xml msgid "Endpoints are squared off with no extension." @@ -32147,11 +32187,11 @@ msgstr "端点是方形的,没有延伸。" #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." -msgstr "端点被平方化并扩展了[code]delta[/code]单位。" +msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。" #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." -msgstr "端点被四舍五入,并以[code]delta[/code]为单位进行扩展。" +msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。" #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." @@ -32167,7 +32207,7 @@ msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." -msgstr "返回为此对象设置的[enum GeometryInstance.Flags] 。" +msgstr "返回为此对象设置的 [enum GeometryInstance.Flags] 。" #: doc/classes/GeometryInstance.xml msgid "" @@ -32189,8 +32229,7 @@ msgstr "" msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." -msgstr "" -"选择的阴影投射标志。转到 [enum ShadowCastingSetting] 来查看该属性可能的值。" +msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" #: doc/classes/GeometryInstance.xml msgid "" @@ -32269,8 +32308,8 @@ msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" -"如果 [code]true[/code],则在使用 [GIProbe] 或 [BakedLightmap] 烘焙灯光时将使" -"用此 GeometryInstance。" +"如果为 [code]true[/code],则在使用 [GIProbe] 或 [BakedLightmap] 烘焙灯光时将" +"使用此 GeometryInstance。" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will have the original size." @@ -32324,8 +32363,8 @@ msgid "" "Will allow the GeometryInstance to be used when baking lights using a " "[GIProbe] or [BakedLightmap]." msgstr "" -"将允许在使用[GIProbe]或[BakedLightmap]进行灯光烘焙时使用GeometryInstance几何" -"实例。" +"将允许在使用 [GIProbe] 或 [BakedLightmap] 进行灯光烘焙时使用 " +"GeometryInstance 几何实例。" #: doc/classes/GeometryInstance.xml msgid "" @@ -32503,16 +32542,16 @@ msgid "" "Use 64 subdivisions. This is the lowest quality setting, but the fastest. " "Use it if you can, but especially use it on lower-end hardware." msgstr "" -"使用64分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端硬" -"件上使用它。" +"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端" +"硬件上使用它。" #: doc/classes/GIProbe.xml msgid "Use 128 subdivisions. This is the default quality setting." -msgstr "使用128个分区。这是默认的质量设置。" +msgstr "使用 128 个分区。这是默认的质量设置。" #: doc/classes/GIProbe.xml msgid "Use 256 subdivisions." -msgstr "使用256个分区。" +msgstr "使用 256 个分区。" #: doc/classes/GIProbe.xml msgid "" @@ -32592,7 +32631,7 @@ msgstr "" msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." -msgstr "灯的[Color]。默认为白色。黑色会导致灯光无效。" +msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32638,8 +32677,8 @@ msgid "" "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" -"灯光的范围,超过这个范围灯光无效。没有定义范围的GLTF灯光的行为与无限范围的物" -"理灯光一样。当创建Godot灯光时,范围限制在4096。" +"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的" +"物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32647,8 +32686,8 @@ msgid "" "and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" -"灯光的类型。Godot接受的值是 \"point\"、\"spot\"和 \"directional\",分别对应于" -"Godot的[OmniLight]、[SpotLight]和[DirectionalLight]。" +"灯光的类型。Godot 接受的值是“point”“spot”“directional”,分别对应于 Godot 的 " +"[OmniLight]、[SpotLight]、[DirectionalLight]。" #: modules/gltf/doc_classes/GLTFMesh.xml msgid "" @@ -32711,7 +32750,7 @@ msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." -msgstr "Godot和Mono运行时之间的桥梁(仅支持Mono的构建)。" +msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。" #: modules/mono/doc_classes/GodotSharp.xml msgid "" @@ -32720,17 +32759,17 @@ msgid "" "builds.\n" "See also [CSharpScript]." msgstr "" -"该类是连接Godot和Mono运行时的桥梁。它暴露了一些低级别的操作,只在支持Mono的" -"Godot构建中可用。\n" -"参阅[CSharpScript] 。" +"该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 " +"Mono 的 Godot 构建中可用。\n" +"参阅 [CSharpScript] 。" #: modules/mono/doc_classes/GodotSharp.xml msgid "Attaches the current thread to the Mono runtime." -msgstr "将当前线程连接到Mono运行时。" +msgstr "将当前线程连接到 Mono 运行时。" #: modules/mono/doc_classes/GodotSharp.xml msgid "Detaches the current thread from the Mono runtime." -msgstr "将当前线程从Mono运行时中分离出来。" +msgstr "将当前线程从 Mono 运行时中分离出来。" #: modules/mono/doc_classes/GodotSharp.xml msgid "" @@ -32739,9 +32778,9 @@ msgid "" "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" -"返回当前的MonoDomain ID。\n" -"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method " -"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被" +"返回当前的 MonoDomain ID。\n" +"[b]注意:[/b]Mono 运行时必须被初始化,这个方法才能工作(使用 [method " +"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono 运行时没有被" "初始化,引擎将崩溃。" #: modules/mono/doc_classes/GodotSharp.xml @@ -32752,10 +32791,10 @@ msgid "" "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" -"返回scripts MonoDomain的ID。这将是与 [method get_domain_id] 相同的MonoDomain " -"ID,除非scripts domain没有被加载。\n" -"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method " -"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被" +"返回脚本 MonoDomain 的 ID。这将是与 [method get_domain_id] 相同的 MonoDomain " +"ID,除非脚本域没有被加载。\n" +"[b]注意:[/b]Mono 运行时必须被初始化,这个方法才能工作(使用 [method " +"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono 运行时没有被" "初始化,引擎将会崩溃。" #: modules/mono/doc_classes/GodotSharp.xml @@ -32770,7 +32809,7 @@ msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" -"如果Mono运行时被初始化,返回 [code]true[/code] ,否则返回 [code]false[/" +"如果 Mono 运行时被初始化,返回 [code]true[/code] ,否则返回 [code]false[/" "code] 。" #: modules/mono/doc_classes/GodotSharp.xml @@ -32778,7 +32817,7 @@ msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" -"如果Mono运行时正在关闭,返回 [code]true[/code] ,否则返回 [code]false[/" +"如果 Mono 运行时正在关闭,返回 [code]true[/code] ,否则返回 [code]false[/" "code] 。" #: modules/mono/doc_classes/GodotSharp.xml @@ -32884,11 +32923,11 @@ msgstr "" #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." -msgstr "将用于填充纹理的[Gradient]。" +msgstr "将用于填充纹理的 [Gradient]。" #: doc/classes/GradientTexture.xml msgid "The number of color samples that will be obtained from the [Gradient]." -msgstr "将从[Gradient]中获得的颜色样本的数量。" +msgstr "将从 [Gradient] 中获得的颜色样本的数量。" #: doc/classes/GradientTexture2D.xml msgid "Gradient-filled 2D texture." @@ -33127,17 +33166,17 @@ msgid "" "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the " "color provided in the [code]activity[/code] theme property." msgstr "" -"将[code]from[/code]的[code]from_port[/code]和[code]to[/code]的[code]to_port[/" -"code]之间的连接的颜色纹理设置为当前正在使用[code]activity[/code]的主题中的颜" -"色。" +"将 [code]from[/code] 的 [code]from_port[/code] 和 [code]to[/code] 的 " +"[code]to_port[/code] 之间的连接的颜色纹理设置为当前正在使用 [code]activity[/" +"code] 的主题中的颜色。" #: doc/classes/GraphEdit.xml msgid "Sets the specified [code]node[/code] as the one selected." -msgstr "选中一个特定的节点[code]node[/code]." +msgstr "选中一个特定的节点 [code]node[/code]." #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], the minimap is visible." -msgstr "如果[code]true[/code],小图是可见的。" +msgstr "如果为 [code]true[/code],小图是可见的。" #: doc/classes/GraphEdit.xml msgid "The opacity of the minimap rectangle." @@ -33154,7 +33193,8 @@ msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" -"如果[code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连接。" +"如果为 [code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连" +"接。" #: doc/classes/GraphEdit.xml msgid "The scroll offset." @@ -33165,11 +33205,11 @@ msgid "" "If [code]true[/code], makes a label with the current zoom level visible. The " "zoom value is displayed in percents." msgstr "" -"如果[code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。" +"如果为 [code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。" #: doc/classes/GraphEdit.xml msgid "The snapping distance in pixels." -msgstr "吸附距离(以像素为单位)。" +msgstr "吸附距离,单位为像素。" #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." @@ -33193,11 +33233,11 @@ msgstr "每个缩放级别的步长。" #: doc/classes/GraphEdit.xml msgid "Emitted at the beginning of a GraphNode movement." -msgstr "在图形节点GraphNode移动开始时发出。" +msgstr "在 GraphNode 移动开始时发出。" #: doc/classes/GraphEdit.xml msgid "Emitted at the end of a GraphNode movement." -msgstr "在图形节点GraphNode移动结束时发出。" +msgstr "在 GraphNode 移动结束时发出。" #: doc/classes/GraphEdit.xml msgid "" @@ -33223,7 +33263,7 @@ msgstr "当用户将输出端口连接到图形的空位时发出。" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + C[/code]." -msgstr "当用户按[code]Ctrl + C[/code]时触发。" +msgstr "当用户按 [code]Ctrl + C[/code] 时触发。" #: doc/classes/GraphEdit.xml msgid "" @@ -33247,15 +33287,15 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." -msgstr "当图形节点GraphNode试图在图形编辑GraphEdit中被复制时发出的。" +msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。" #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is selected." -msgstr "当图形节点GraphNode被选择时发出。" +msgstr "当 GraphNode 被选择时发出。" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + V[/code]." -msgstr "当用户按下[code]Ctrl + V[/code]时触发。" +msgstr "当用户按下 [code]Ctrl + V[/code] 时触发。" #: doc/classes/GraphEdit.xml msgid "" @@ -33263,8 +33303,8 @@ msgid "" "GraphEdit. [code]position[/code] is the position of the mouse pointer when " "the signal is sent." msgstr "" -"当请求弹出窗口时发出。在图形编辑GraphEdit中右键单击时发生。坐标" -"[code]position[/code] 是发送信号时鼠标指针的位置。" +"当请求弹出窗口时发出。在 GraphEdit 中右键单击时发生。坐标 [code]position[/" +"code] 是发送信号时鼠标指针的位置。" #: doc/classes/GraphEdit.xml msgid "" @@ -33291,11 +33331,11 @@ msgstr "选择的矩形的轮廓颜色。" #: doc/classes/GraphEdit.xml msgid "" "The horizontal range within which a port can be grabbed (on both sides)." -msgstr "一个端口可以被抓取的水平范围(两侧)。" +msgstr "端口可以被抓取的水平范围(两侧)。" #: doc/classes/GraphEdit.xml msgid "The vertical range within which a port can be grabbed (on both sides)." -msgstr "一个端口可以被抓取的垂直范围(两侧)。" +msgstr "端口可以被抓取的垂直范围(两侧)。" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom out button." @@ -33492,17 +33532,19 @@ msgstr "" msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." -msgstr "将插槽[code]idx[/code]的左侧(输入)类型设置为[code]type_left[/code]。" +msgstr "" +"将插槽 [code]idx[/code] 的左侧(输入)类型设置为 [code]type_left[/code]。" #: doc/classes/GraphNode.xml msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." -msgstr "将插槽[code]idx[/code]的右(输出)类型设置为[code]type_right[/code]。" +msgstr "" +"将插槽 [code]idx[/code] 的右侧(输出)类型设置为 [code]type_right[/code]。" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." -msgstr "如果启用[code]true[/code],则GraphNode就是一个注释节点。" +msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。" #: doc/classes/GraphNode.xml msgid "" @@ -33511,12 +33553,12 @@ msgid "" "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a " "[Container]." msgstr "" -"图形节点 GraphNode 的偏移量,与 [GraphEdit] 的滚动偏移量相关。\n" +"GraphNode 的偏移量,与 [GraphEdit] 的滚动偏移量相关。\n" "[b]注意:[/b]由于 [GraphEdit] 是 [Container],因此不能直接使用位置。" #: doc/classes/GraphNode.xml msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." -msgstr "设置在图形节点GraphNode上方显示的叠加层。参阅[enum Overlay]。" +msgstr "设置在 GraphNode 上方显示的叠加层。见 [enum Overlay]。" #: doc/classes/GraphNode.xml msgid "" @@ -33524,13 +33566,13 @@ msgid "" "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " "signal, the GraphNode needs to be resized manually." msgstr "" -"如果[code]true[/code],用户可以调整图形节点GraphNode的大小。\n" +"如果为 [code]true[/code],用户可以调整图形节点GraphNode的大小。\n" "[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,图形节点GraphNode" "需要手动调整大小。" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is selected." -msgstr "如果[code]true[/code],图形节点GraphNode被选中。" +msgstr "如果为 [code]true[/code],图形节点GraphNode被选中。" #: doc/classes/GraphNode.xml msgid "" @@ -33538,44 +33580,44 @@ msgid "" "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " "the GraphNode needs to be removed manually." msgstr "" -"如果[code]true[/code],则关闭按钮将可见。\n" +"如果为 [code]true[/code],则关闭按钮将可见。\n" "[b]注意:[/b]按下它只会发出[signal close_request]信号,需要手动删除图形节点" "GraphNode。" #: doc/classes/GraphNode.xml msgid "The text displayed in the GraphNode's title bar." -msgstr "显示在图形节点GraphNode标题栏中的文本。" +msgstr "显示在 GraphNode 标题栏中的文本。" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" -"当图形节点GraphNode被请求关闭时发出。在点击关闭按钮时发生(见[member " +"当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member " "show_close])。" #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is dragged." -msgstr "当图形节点GraphNode被拖动时发出。" +msgstr "当 GraphNode 被拖动时发出。" #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is moved." -msgstr "当图形节点GraphNode被移动时触发。" +msgstr "当 GraphNode 被移动时触发。" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" -"当图形节点GraphNode被要求显示在其他节点之上时触发。在GraphNode获得焦点时触" -"发,即鼠标点击进入。" +"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即" +"鼠标点击进入。" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" -"当图形节点GraphNode被要求调整大小时发出。在拖动调整器手柄时发生(见[member " +"当 GraphNode 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member " "resizable])。" #: doc/classes/GraphNode.xml @@ -33588,15 +33630,15 @@ msgstr "没有显示覆盖层。" #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]breakpoint[/code] theme property." -msgstr "显示在[code]breakpoint[/code]主题属性中设置的覆盖层。" +msgstr "显示在主题属性 [code]breakpoint[/code] 中设置的覆盖层。" #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]position[/code] theme property." -msgstr "显示在主题坐标[code]position[/code]属性中设置的叠加层。" +msgstr "显示在主题属性 [code]position[/code] 中设置的覆盖层。" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the close button icon." -msgstr "应用于关闭按钮图标的颜色调制(modulation)。" +msgstr "应用于关闭按钮图标的颜色调制。" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." @@ -33629,7 +33671,7 @@ msgstr "对标题文本应用的字体。" #: doc/classes/GraphNode.xml msgid "" "The icon for the close button, visible when [member show_close] is enabled." -msgstr "关闭按钮的图标会在启用[member show_close]时可见。" +msgstr "关闭按钮的图标会在启用 [member show_close] 时可见。" #: doc/classes/GraphNode.xml msgid "The icon used for representing ports." @@ -33637,23 +33679,25 @@ msgstr "该图标用于表示端口。" #: doc/classes/GraphNode.xml msgid "The icon used for resizer, visible when [member resizable] is enabled." -msgstr "用于调整大小的图标,在 [member resizable]被启用时可见。" +msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。" #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." -msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" +msgstr "" +"当 [member overlay] 被设置为 [constant OVERLAY_BREAKPOINT] 时使用的背景。" #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "当启用[member comment]时使用的[StyleBox]。" +msgstr "当启用 [member comment] 时使用的 [StyleBox]。" #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." -msgstr "当[member comment]被启用,且[GraphNode]获得焦点时使用的[StyleBox]。" +msgstr "" +"当 [member comment] 被启用,且 [GraphNode] 获得焦点时使用的 [StyleBox]。" #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." @@ -33882,7 +33926,7 @@ msgid "" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "网格单元的尺寸。\n" -"这并不影响网格的尺寸大小。参阅 [member cell_scale]。" +"这并不影响网格的尺寸大小。见 [member cell_scale]。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -34031,7 +34075,7 @@ msgid "" "HASH_SHA256] to start computation of a SHA-256)." msgstr "" "开始对给定的 [code]type[/code] (例如 [constant HASH_SHA256] 进行新的哈希计" -"算, 以开始计算 SHA-256) 。" +"算,以开始计算 SHA-256) 。" #: doc/classes/HashingContext.xml msgid "Updates the computation with the given [code]chunk[/code] of data." @@ -34055,7 +34099,7 @@ msgstr "水平盒式容器。" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." -msgstr "水平盒式容器。请参阅 [BoxContainer]。" +msgstr "水平盒式容器。见 [BoxContainer]。" #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." @@ -34108,7 +34152,7 @@ msgid "" "[Generic6DOFJoint]." msgstr "" "HingeJoint(铰链关节)通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定" -"另一个轴。请参阅 [Generic6DOFJoint]。" +"另一个轴。另请参阅 [Generic6DOFJoint]。" #: doc/classes/HingeJoint.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml @@ -34702,12 +34746,12 @@ msgid "" "Sends the body data raw, as a byte array and does not encode it in any way." msgstr "" "向连接的主机发送原始请求。\n" -"URL参数通常只是主机后面的部分,所以对于[code]http://somehost.com/index.php[/" -"code],它是[code]/index.php[/code]。当向HTTP代理服务器发送请求时,它应该是一" -"个绝对的URL。对于[constant HTTPClient.METHOD_OPTIONS]请求,允许[code]*[/" -"code]。对于[constant HTTPClient.METHOD_CONNECT]请求,应该是标准组件," -"[code]host:port[/code]。\n" -"头信息是HTTP请求头信息。关于可用的HTTP方法,参阅[enum Method]。\n" +"URL 参数通常只是主机后面的部分,所以对于 [code]http://somehost.com/index." +"php[/code],它是 [code]/index.php[/code]。当向 HTTP 代理服务器发送请求时,它" +"应该是一个绝对的 URL。对于[constant HTTPClient.METHOD_OPTIONS] 请求,允许 " +"[code]*[/code]。对于 [constant HTTPClient.METHOD_CONNECT] 请求,应该是标准组" +"件,[code]host:port[/code]。\n" +"头信息是 HTTP 请求头信息。可用的 HTTP 方法见 [enum Method]。\n" "以字节数组的形式发送原始正文数据,不以任何方式进行编码。" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml @@ -35448,6 +35492,7 @@ msgid "A node with the ability to send HTTP(S) requests." msgstr "具有发送 HTTP(S) 请求能力的节点。" #: doc/classes/HTTPRequest.xml +#, fuzzy msgid "" "A node with the ability to send HTTP requests. Uses [HTTPClient] " "internally.\n" @@ -35474,7 +35519,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -35634,7 +35679,7 @@ msgstr "" "在底层的 [HTTPClient] 上创建请求。如果没有配置错误,它会尝试使用 [method " "HTTPClient.connect_to_host] 连接并将参数传递给 [method HTTPClient." "request]。\n" -"如果请求创建成功,则返回 [constant OK]。 (并不意味着服务器已响应)," +"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应)," "[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先" "前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格" "式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到" @@ -35662,7 +35707,7 @@ msgstr "" "在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配" "置错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 " "[method HTTPClient.request]。\n" -"如果请求创建成功,则返回 [constant OK]。 (并不意味着服务器已响应)," +"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应)," "[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先" "前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格" "式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到" @@ -35798,7 +35843,7 @@ msgid "" "hardware limitations. Larger images may fail to import." msgstr "" "本地图像数据类型。包含可转换为 [ImageTexture] 的图像数据,并提供常用的[i]图像" -"处理[/i]方法。 [Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 [constant " +"处理[/i]方法。[Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 [constant " "MAX_HEIGHT]。\n" "[Image] 不能直接分配给对象的 [code]texture[/code] 属性,例如 [Sprite],必须先" "手动转换为 [ImageTexture]。\n" @@ -36208,14 +36253,14 @@ msgid "" "img.set_pixel(x, y, color) # Does not have an effect\n" "[/codeblock]" msgstr "" -"如果图像被锁定,设置[code](x, y)[/code]处像素的[Color]。例子:\n" +"如果图像被锁定,设置 [code](x, y)[/code] 处像素的 [Color]。例子:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" -"img.set_pixel(x, y, color) # Works\n" +"img.set_pixel(x, y, color) # 有效\n" "img.unlock()\n" -"img.set_pixel(x, y, color) # Does not have an effect\n" +"img.set_pixel(x, y, color) # 无效\n" "[/codeblock]" #: doc/classes/Image.xml @@ -36231,15 +36276,15 @@ msgid "" "img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n" "[/codeblock]" msgstr "" -"如果图像被锁定,设置[code](dst.x, dst.y)[/code]处的像素的[Color]。注意," -"[code]dst[/code]值必须是整数。例:\n" +"如果图像被锁定,设置 [code](dst.x, dst.y)[/code] 处的像素的 [Color]。注意," +"[code]dst[/code] 值必须是整数。示例:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" -"img.set_pixelv(Vector2(x, y), color) # Works\n" +"img.set_pixelv(Vector2(x, y), color) # 有效\n" "img.unlock()\n" -"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n" +"img.set_pixelv(Vector2(x, y), color) # 无效\n" "[/codeblock]" #: doc/classes/Image.xml @@ -36796,7 +36841,7 @@ msgid "" "hardware limitations." msgstr "" "基于图片的纹理,要显示一个图片,必须使用 [method create_from_image] 方法来创" -"建一个 [ImageTexture] 图片纹理数据:\n" +"建一个 [ImageTexture] 图片纹理数据:\n" "[codeblock]\n" "var texture = ImageTexture.new()\n" "var image = Image.new()\n" @@ -36901,7 +36946,7 @@ msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" -"[Image] 数据是用有损算法压缩的。 你可以用 [member lossy_quality] 设置存储质" +"[Image] 数据是用有损算法压缩的。你可以用 [member lossy_quality] 设置存储质" "量。" #: doc/classes/ImageTexture.xml @@ -37019,7 +37064,7 @@ msgid "" "[method parse_input_event] instead." msgstr "" "这将模拟按下指定的按键动作。\n" -"强度可以用于非布尔运算的动作,它的范围在0到1之间,代表给定动作的力度。\n" +"强度可以用于非布尔运算的动作,它的范围在0 到 1之间,代表给定动作的力度。\n" "[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method " "is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟" "[code]_input[/code],请使用[method parse_input_event]代替。" @@ -37454,15 +37499,15 @@ msgid "" "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " "compression mode can't be used for custom cursors." msgstr "" -"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将" -"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参阅 [enum " -"CursorShape] 形状列表。\n" -"[code]image[/code]的大小必须小于256×256。\n" -"[code]hotspot[/code]的大小必须在[code]image[/code]的范围内。\n" -"[b]注意:[/b]不支持AnimatedTexture作为自定义鼠标光标。如果使用" +"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 " +"[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 " +"[enum CursorShape] 形状列表。\n" +"[code]image[/code] 的大小必须小于 256×256。\n" +"[code]hotspot[/code] 的大小必须在 [code]image[/code] 的范围内。\n" +"[b]注意:[/b]不支持 AnimatedTexture 作为自定义鼠标光标。如果使用 " "[AnimatedTexture],将仅显示第一帧。\n" "[b]注意:[/b]仅支持以[b]无损[/b],[b]有损[/b]或[b]未压缩[/b]压缩模式导入的图" -"像。[b]Video RAM[/b]压缩模式不能用于自定义光标。" +"像。[b]Video RAM[/b] 压缩模式不能用于自定义光标。" #: doc/classes/Input.xml msgid "" @@ -37526,9 +37571,9 @@ msgid "" "is recommended to restart an effect if it has to be played for more than a " "few seconds." msgstr "" -"开始振动游戏手柄。手柄通常带有两个隆隆声电机,一强一弱。 " +"开始振动游戏手柄。手柄通常带有两个隆隆声电机,一强一弱。" "[code]weak_magnitude[/code] 弱震级是弱电机的强度(0 到 1 之间)," -"[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。 " +"[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。" "[code]duration[/code] 是效果的持续时间(以秒为单位)(持续时间为 0 将尝试无限" "期地播放振动)。\n" "[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效果," @@ -37547,8 +37592,8 @@ msgid "" "later." msgstr "" "振动 Android 和 iOS 设备。\n" -"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。 iOS 不支持" -"持续时间。\n" +"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。iOS 不支持持" +"续时间。\n" "[b]注意:[/b]在 iOS 平台上,iOS 13 及之后的版本才支持指定持续时间。" #: doc/classes/Input.xml @@ -37705,9 +37750,9 @@ msgid "" "CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel " "both horizontally and vertically." msgstr "" -"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与[constant " -"CURSOR_BDIAGSIZE]相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大" -"小。" +"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant " +"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的" +"大小。" #: doc/classes/Input.xml msgid "Move cursor. Indicates that something can be moved." @@ -37723,7 +37768,7 @@ msgstr "垂直拆分鼠标光标。在 Windows 上,它与 [constant CURSOR_VSI msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." -msgstr "水平分割的鼠标光标。在Windows上,它与[constant CURSOR_HSIZE]相同。" +msgstr "水平分割的鼠标光标。在 Windows 上,它与 [constant CURSOR_HSIZE] 相同。" #: doc/classes/Input.xml msgid "Help cursor. Usually a question mark." @@ -37735,7 +37780,7 @@ msgstr "通用输入事件。" #: doc/classes/InputEvent.xml msgid "Base class of all sort of input event. See [method Node._input]." -msgstr "各种输入事件的基类。请参阅 [method Node._input]。" +msgstr "各种输入事件的基类。见 [method Node._input]。" #: doc/classes/InputEvent.xml msgid "InputEvent" @@ -37963,18 +38008,17 @@ msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "Button identifier. One of the [enum JoystickList] button constants." -msgstr "按钮标识符。 [enum JoystickList] 按钮常量之一。" +msgstr "按钮标识符。[enum JoystickList] 按钮常量之一。" #: doc/classes/InputEventJoypadButton.xml msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" -"如果 [code]true[/code],按钮的状态被按下。如果[code]false[/code],按钮的状态" -"被释放。" +"如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的" +"状态被释放。" #: doc/classes/InputEventJoypadButton.xml -#, fuzzy msgid "" "Represents the pressure the user puts on the button with their finger, if " "the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." @@ -38006,8 +38050,8 @@ msgid "" "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" -"操纵杆在给定轴上的当前位置。该值范围从[code]-1.0[/code]到[code]1.0[/code]。值" -"为[code]0[/code]意味着轴处于静止位置。" +"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/" +"code]。值为 [code]0[/code] 意味着轴处于静止位置。" #: doc/classes/InputEventKey.xml msgid "Input event type for keyboard events." @@ -38028,8 +38072,8 @@ msgid "" "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" -"返回与修改键组合的物理扫描码,例如 [code]Shift[/code] 或 [code]Alt[/code]。请" -"参阅 [InputEventWithModifiers]。\n" +"返回与修改键组合的物理扫描码,例如 [code]Shift[/code] 或 [code]Alt[/code]。另" +"请参阅 [InputEventWithModifiers]。\n" "要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.get_physical_scancode_with_modifiers())[/code] 其" "中 [code]event[/code] 是 [InputEventKey]。" @@ -38043,7 +38087,7 @@ msgid "" "get_scancode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" -"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的扫描码。请参阅 " +"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的扫描码。另请参阅 " "[InputEventWithModifiers]。\n" "要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.get_scancode_with_modifiers())[/code] 其中 " @@ -38054,7 +38098,7 @@ msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" -"如果 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该" +"如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该" "键。" #: doc/classes/InputEventKey.xml @@ -38077,8 +38121,8 @@ msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" -"如果[code]true[/code],按键的状态是被按下。如果[code]false[/code],该键的状态" -"被释放。" +"如果为 [code]true[/code],按键的状态是被按下。如果为 [code]false[/code],该键" +"的状态被释放。" #: doc/classes/InputEventKey.xml msgid "" @@ -38275,17 +38319,17 @@ msgstr "鼠标按钮事件的输入事件类型。" #: doc/classes/InputEventMouseButton.xml msgid "Contains mouse click information. See [method Node._input]." -msgstr "包含鼠标点击信息。见[method Node._input]。" +msgstr "包含鼠标点击信息。见 [method Node._input]。" #: doc/classes/InputEventMouseButton.xml msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." -msgstr "鼠标按钮标识符,是[enum ButtonList] 按钮或按钮滚轮常量之一。" +msgstr "鼠标按钮标识符,是 [enum ButtonList] 按钮或按钮滚轮常量之一。" #: doc/classes/InputEventMouseButton.xml msgid "If [code]true[/code], the mouse button's state is a double-click." -msgstr "如果[code]true[/code],鼠标按钮的状态是双击。" +msgstr "如果为 [code]true[/code],鼠标按钮的状态是双击。" #: doc/classes/InputEventMouseButton.xml msgid "" @@ -38294,8 +38338,8 @@ msgid "" "only supported on some platforms; the reported sensitivity varies depending " "on the platform. May be [code]0[/code] if not supported." msgstr "" -"事件的数量(或delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。这" -"只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是" +"事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。" +"这只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是" "[code]0[/code]。" #: doc/classes/InputEventMouseButton.xml @@ -38303,8 +38347,8 @@ msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" -"如果[code]true[/code],鼠标按键的状态为按下。如果[code]false[/code],鼠标按钮" -"的状态被释放。" +"如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠" +"标按钮的状态被释放。" #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." @@ -38322,8 +38366,7 @@ msgid "" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." msgstr "" -"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。请参阅 [method Node." -"_input]。\n" +"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n" "[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更" "精确的输入报告,请将 [member Input.use_accumulated_input] 设为 [code]false[/" "code],让事件尽可能频繁地发射。如果你使用 InputEventMouseMotion 来画线,请考" @@ -38350,8 +38393,8 @@ msgid "" "code] when the user stops moving the mouse." msgstr "" "鼠标相对于前一个位置的位置(上一帧的位置)。\n" -"[b]注意:[/b]因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠" -"标时,最后一个事件的相对位置不会是[code]Vector2(0, 0)[/code]。" +"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动" +"鼠标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。" #: doc/classes/InputEventMouseMotion.xml msgid "The mouse speed in pixels per second." @@ -38364,8 +38407,8 @@ msgid "" "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " "axes." msgstr "" -"代表笔的倾斜角度。正的X坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两" -"个轴的范围是[code]-1.0[/code]到[code]1.0[/code]。" +"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。" +"两个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" #: doc/classes/InputEventScreenDrag.xml msgid "" @@ -38374,7 +38417,7 @@ msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。" #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." -msgstr "包含屏幕拖动信息。见[method Node._input]。" +msgstr "包含屏幕拖动信息。见 [method Node._input]。" #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." @@ -38407,13 +38450,13 @@ msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" -"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和[member index]的多点触摸" -"计数和顺序。" +"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和 [member index] 的多点触" +"摸计数和顺序。" #: doc/classes/InputEventScreenTouch.xml msgid "" "The touch index in the case of a multi-touch event. One index = one finger." -msgstr "在多点触摸事件中的触摸指数。一个索引=一个手指。" +msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。" #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." @@ -38424,8 +38467,8 @@ msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" -"如果[code]true[/code],触摸的状态为按下。如果[code]false[/code],触摸的状态被" -"释放。" +"如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的" +"状态被释放。" #: doc/classes/InputEventWithModifiers.xml msgid "Base class for keys events with modifiers." @@ -38687,14 +38730,14 @@ msgid "" "method will ignore all non-number characters, so calling [code]int('1e3')[/" "code] will return 13." msgstr "" -"将一个[String]字符串值转换成一个整数值,这个方法是一个来自字符串的整数解析" -"器,所以用一个无效的整数字符串调用这个方法将返回0,一个有效的字符串将是像" -"[code]'1.7'[/code]这样。这个方法将忽略所有非数字字符,所以调用" -"[code]int('1e3')[/code]将返回13。" +"将 [String] 字符串值转换成整数值,这个方法是字符串的整数解析器,所以用无效的" +"整数字符串调用这个方法将返回 0,有效的字符串将是像 [code]'1.7'[/code] 这样" +"的。这个方法会忽略所有非数字字符,所以调用 [code]int('1e3')[/code] 会返回 " +"13。" #: doc/classes/InterpolatedCamera.xml msgid "[i]Deprecated.[/i] Camera which moves toward another node." -msgstr "[i] 已弃用。 [/i] 向另一个节点移动的相机。" +msgstr "[i] 已弃用。[/i] 向另一个节点移动的相机。" #: doc/classes/InterpolatedCamera.xml msgid "" @@ -38717,7 +38760,7 @@ msgstr "设置要移动和定向的节点。" msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." -msgstr "如果[code]true[/code],并且设置了目标,相机将自动移动。" +msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。" #: doc/classes/InterpolatedCamera.xml msgid "" @@ -38794,14 +38837,14 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"以数组形式返回所有网络适配器(network adapters)。\n" -"每个适配器是一个形式的字典。\n" +"以数组形式返回所有网络适配器。\n" +"每个适配器都是一个以下形式的字典:\n" "[codeblock]\n" "{\n" " \"index\":\"1\", # 接口索引。\n" " \"name\":\"eth0\", # 接口名称。\n" -" \"friendly\":\"Ethernet One\", # 一个友好的名字(可能是空的)。\n" -" \"address\":[\"192.168.1.101\"], # 一个与此接口相关的IP地址数组。\n" +" \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n" +" \"address\":[\"192.168.1.101\"], # 与此接口相关的 IP 地址数组。\n" "}\n" "[/codeblock]" @@ -38909,6 +38952,7 @@ msgid "" msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。" #: doc/classes/ItemList.xml +#, fuzzy msgid "" "This control provides a selectable list of items that may be in a single (or " "multiple columns) with option of text, icons, or both text and icon. " @@ -38921,7 +38965,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" "此控件提供了一个可选择的项目列表,该列表可以是单列(或多列),可以单独选择文" "本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同" @@ -39109,7 +39164,7 @@ msgstr "设置与指定索引相关的项目的调制颜色[Color]。" msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." -msgstr "设置项目图标的使用区域。如果该区域大小为 0, 将使用整个图标。" +msgstr "设置项目图标的使用区域。如果该区域大小为 0,将使用整个图标。" #: doc/classes/ItemList.xml msgid "Sets whether the item icon will be drawn transposed." @@ -39526,41 +39581,41 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" -"JavaScriptObject用于与通过[method JavaScript.get_interface]、[method " -"JavaScript.create_object]或[method JavaScript.create_callback]检索或创建的" -"JavaScript对象交互。\n" +"JavaScriptObject 用于与通过 [method JavaScript.get_interface]、[method " +"JavaScript.create_object] 或 [method JavaScript.create_callback] 检索或创建" +"的 JavaScript 对象交互。\n" "例:\n" "[codeblock]\n" "extends Node\n" "\n" -"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " -"This reference must be kept\n" +"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # 必须" +"保留这个引用\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new " "ArrayBuffer(10)\n" -" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n" +" print(buf) # 输出 [JavaScriptObject:OBJECT_ID]\n" " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new " "Uint8Array(buf)\n" " uint8arr[1] = 255\n" -" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n" +" prints(uint8arr[1], uint8arr.byteLength) # 输出 255 10\n" " console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " "255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" "\n" -" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n" +" # 相当于 JavaScript: Array.from(uint8arr).forEach(myCallback)\n" " JavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" -" # Will be called with the parameters passed to the \"forEach\" callback\n" +" # 会使用传给“forEach”回调的参数来调用\n" " # [0, 0, [JavaScriptObject:1173]]\n" " # [255, 1, [JavaScriptObject:1173]]\n" " # ...\n" " # [0, 9, [JavaScriptObject:1180]]\n" " print(args)\n" "[/codeblock]\n" -"[b]注意:[/b]只在HTML5平台上可用。" +"[b]注意:[/b]只在 HTML5 平台上可用。" #: doc/classes/JNISingleton.xml msgid "" @@ -39609,7 +39664,7 @@ msgstr "3D 货车镇演示" msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." -msgstr "如果 [code]true[/code],则节点的两个主体无法相互碰撞。" +msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞。" #: doc/classes/Joint.xml msgid "The node attached to the first side (A) of the joint." @@ -39644,7 +39699,7 @@ msgid "" "can pull on the joint." msgstr "" "当 [member node_a] 和 [member node_b] 向不同方向移动时,[code]bias[/code] 控" -"制关节将它们拉回原始位置的所需时间。 [code]bias[/code] 越低,两个物体在关节上" +"制关节将它们拉回原始位置的所需时间。[code]bias[/code] 越低,两个物体在关节上" "受到的拉力越大。" #: doc/classes/Joint2D.xml @@ -40200,15 +40255,15 @@ msgstr "" #: doc/classes/KinematicBody.xml msgid "Lock the body's X axis movement." -msgstr "锁定物体的X轴运动。" +msgstr "锁定物体的 X 轴运动。" #: doc/classes/KinematicBody.xml msgid "Lock the body's Y axis movement." -msgstr "锁定物体的Y轴运动。" +msgstr "锁定物体的 Y 轴运动。" #: doc/classes/KinematicBody.xml msgid "Lock the body's Z axis movement." -msgstr "锁定物体的Z轴运动。" +msgstr "锁定物体的 Z 轴运动。" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" @@ -40247,19 +40302,19 @@ msgstr "" msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." -msgstr "锁定物体的X轴运动。已被废弃的[member axis_lock_motion_x]的别名。" +msgstr "锁定物体的 X 轴运动。已被废弃的 [member axis_lock_motion_x] 的别名。" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." -msgstr "锁定物体的Y轴运动。已被废弃的[member axis_lock_motion_y]的别名。" +msgstr "锁定物体的 Y 轴运动。已被废弃的 [member axis_lock_motion_y] 的别名。" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." -msgstr "锁定物体的Z轴运动。已被废弃的[member axis_lock_motion_z]的别名。" +msgstr "锁定物体的 Z 轴运动。已被废弃的 [member axis_lock_motion_z] 的别名。" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" @@ -40510,11 +40565,11 @@ msgstr "碰撞体。" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." -msgstr "碰撞体的唯一实例ID。参阅[method Object.get_instance_id]。" +msgstr "碰撞体的唯一实例 ID。见 [method Object.get_instance_id]。" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's metadata. See [Object]." -msgstr "碰撞体的元数据。参阅[Object]。" +msgstr "碰撞体的元数据。见 [Object]。" #: doc/classes/KinematicCollision.xml msgid "The colliding body's [RID] used by the [PhysicsServer]." @@ -40526,7 +40581,7 @@ msgstr "碰撞体的形状。" #: doc/classes/KinematicCollision.xml msgid "The colliding shape's index. See [CollisionObject]." -msgstr "碰撞形状的索引。参阅[CollisionObject]。" +msgstr "碰撞形状的索引。见 [CollisionObject]。" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding object's velocity." @@ -40566,9 +40621,9 @@ msgid "" "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" -"包含[KinematicBody2D]碰撞的碰撞数据。当使用 [method KinematicBody2D." -"move_and_collide] 移动[KinematicBody2D]时,如果检测到与另一个物体的碰撞,它将" -"停止。如果检测到碰撞,则返回KinematicCollision2D对象。\n" +"包含 [KinematicBody2D] 碰撞的碰撞数据。当使用 [method KinematicBody2D." +"move_and_collide] 移动 [KinematicBody2D] 时,如果检测到与另一个物体的碰撞,它" +"将停止。如果检测到碰撞,则返回 KinematicCollision2D 对象。\n" "该对象包含有关碰撞的信息,包括碰撞对象,剩余运动和碰撞坐标。该信息可用于计算" "碰撞响应。" @@ -40593,7 +40648,7 @@ msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" -"在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用" +"在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用 " "[RichTextLabel]。" #: doc/classes/Label.xml @@ -40756,7 +40811,8 @@ msgstr "多行[Label]中各行之间的垂直空间。" msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." -msgstr "布尔值。如果设置为1,即[code]true[/code],整个文本周围显示阴影轮廓。" +msgstr "" +"布尔值。如果设置为 1([code]true[/code]),则整个文本周围显示阴影轮廓。" #: doc/classes/Label.xml msgid "The horizontal offset of the text's shadow." @@ -40768,11 +40824,11 @@ msgstr "文本阴影的垂直偏移。" #: doc/classes/Label.xml msgid "[Font] used for the [Label]'s text." -msgstr "用于标签[Label]文本的字体[Font]。" +msgstr "用于标签 [Label] 文本的字体 [Font]。" #: doc/classes/Label.xml msgid "Background [StyleBox] for the [Label]." -msgstr "为[Label]设置背景样式[StyleBox]。" +msgstr "为 [Label] 设置背景样式盒 [StyleBox]。" #: doc/classes/Label3D.xml msgid "Displays plain text in a 3D world." @@ -40804,11 +40860,11 @@ msgstr "" msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." -msgstr "该精灵的 Alpha 裁剪模式。可能的取值请参阅 [enum AlphaCutMode]。" +msgstr "该精灵的 Alpha 裁剪模式。可能的取值见 [enum AlphaCutMode]。" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." -msgstr "alpha scissor 会丢弃数值的阈值。" +msgstr "Alpha 裁剪丢弃数值的阈值。" #: doc/classes/Label3D.xml msgid "If [code]true[/code], wraps the text to the [member width]." @@ -40819,8 +40875,7 @@ msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." msgstr "" -"该标签所使用的公告板模式。可能的取值请参阅 [enum SpatialMaterial." -"BillboardMode]。" +"该标签所使用的公告板模式。可能的取值见 [enum SpatialMaterial.BillboardMode]。" #: doc/classes/Label3D.xml msgid "" @@ -40861,7 +40916,7 @@ msgstr "该 [Label3D] 的文本颜色 [Color]。" msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." -msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。" +msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。" #: doc/classes/Label3D.xml msgid "The text drawing offset (in pixels)." @@ -40976,7 +41031,7 @@ msgstr "" "这个模式只允许完全透明或者完全不透明的像素。这个模式也叫 [i]Alpha 测试[/i]或" "者[i]1位透明度[/i]。\n" "[b]注意:[/b]使用抗锯齿字体和轮廓时,这个模式可能会出现问题,请尝试调整 " -"[member alpha_scissor_threshold] 或使用 SDF 字体。 \n" +"[member alpha_scissor_threshold] 或使用 SDF 字体。\n" "[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和" "轮廓的透明度排序问题。" @@ -41009,29 +41064,29 @@ msgid "" "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using " "different offsets." msgstr "" -"[i] 已弃用(将在 Godot 4.0 中移除)。 [/i] 一种能够存储许多具有偏移量的较小纹" -"理的 [Texture]。\n" -"你可以使用不同的偏移量向此 [LargeTexture] 动态添加[Texture]片段。" +"[i]已弃用(将在 Godot 4.0 中移除)。[/i] 一种能够存储许多具有偏移量的较小纹理" +"的 [Texture]。\n" +"你可以使用不同的偏移量向此 [LargeTexture] 动态添加 [Texture] 片段。" #: doc/classes/LargeTexture.xml msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" -"将[code]texture[/code]添加到这个[LargeTexture],从偏移量[code]ofs[/code]开" -"始。" +"将 [code]texture[/code] 添加到这个 [LargeTexture],从偏移量 [code]ofs[/code] " +"开始。" #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." -msgstr "清除[LargeTexture]。" +msgstr "清除 [LargeTexture]。" #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." -msgstr "返回此[LargeTexture]中的片段数。" +msgstr "返回这个 [LargeTexture] 中的片段数。" #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." -msgstr "返回索引为[code]idx[/code]的片段的偏移量。" +msgstr "返回索引为 [code]idx[/code] 的片段的偏移量。" #: doc/classes/LargeTexture.xml msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." @@ -41041,7 +41096,7 @@ msgstr "返回索引为 [code]idx[/code] 的片段的 [Texture]。" msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." -msgstr "将索引为[code]idx[/code]的片段的偏移量设置为[code]ofs[/code]。" +msgstr "将索引为 [code]idx[/code] 的片段的偏移量设置为 [code]ofs[/code]。" #: doc/classes/LargeTexture.xml msgid "" @@ -41052,7 +41107,7 @@ msgstr "" #: doc/classes/LargeTexture.xml msgid "Sets the size of this [LargeTexture]." -msgstr "设置此[LargeTexture]的大小。" +msgstr "设置此 [LargeTexture] 的大小。" #: doc/classes/Light.xml msgid "Provides a base class for different kinds of light nodes." @@ -41084,7 +41139,7 @@ msgstr "设置指定的 [enum Light.Param] 参数的值。" msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." -msgstr "如果 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。" +msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。" #: doc/classes/Light.xml msgid "The light's bake mode. See [enum BakeMode]." @@ -41095,8 +41150,8 @@ msgid "" "The light's color. An [i]overbright[/i] color can be used to achieve a " "result equivalent to increasing the light's [member light_energy]." msgstr "" -"光的颜色。一个过亮[i]overbright[/i]颜色可用于实现等效于增加光的能量 [member " -"light_energy] 的结果。" +"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价" +"的结果。" #: doc/classes/Light.xml msgid "The light will affect objects in the selected layers." @@ -41108,8 +41163,8 @@ msgid "" "[OmniLight] and [SpotLight], changing this value will only change the light " "color's intensity, not the light's radius." msgstr "" -"光的强度乘数,注,这不是物理单位。对于 [OmniLight] 和 [SpotLight],更改此值只" -"会更改灯光颜色的强度,而不会更改灯光的半径。" +"光的强度乘数(这不是物理单位)。对于 [OmniLight] 和 [SpotLight],更改此值只会" +"更改灯光颜色的强度,而不会更改灯光的半径。" #: doc/classes/Light.xml msgid "" @@ -41153,8 +41208,8 @@ msgid "" "shadowing (\"shadow acne\"), while too large a value causes shadows to " "separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" -"用于调整阴影表现。值太小会导致自阴影(“阴影暗疮”),而值太大会导致阴影与之分" -"离(“彼得平移”)。根据需要进行调整。" +"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分" +"离(“阴影悬浮”)。根据需要进行调整。" #: doc/classes/Light.xml msgid "The color of shadows cast by this light." @@ -41184,7 +41239,7 @@ msgid "" "cast a shadow on both sides of the mesh, set the mesh to use double-sided " "shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]." msgstr "" -"如果 [code]true[/code],则反转网格的背面剔除。当你有一个后面有灯的平面网格" +"如果为 [code]true[/code],则反转网格的背面剔除。当你有一个后面有灯的平面网格" "时,这会很有用。如果需要在网格的两侧投射阴影,请使用 [constant " "GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED] 将网格设置为使用双面阴" "影。" @@ -41312,20 +41367,20 @@ msgstr "" #: doc/classes/Light2D.xml msgid "The Light2D's [Color]." -msgstr "Light2D光的颜色 [Color]。" +msgstr "该 Light2D 的颜色 [Color]。" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will only appear when editing the scene." -msgstr "如果[code]true[/code],Light2D将只在编辑场景时出现。" +msgstr "如果为 [code]true[/code],Light2D 将只在编辑场景时出现。" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will emit light." -msgstr "如果 [code]true[/code],Light2D 会发光。" +msgstr "如果为 [code]true[/code],Light2D 会发光。" #: doc/classes/Light2D.xml msgid "" "The Light2D's energy value. The larger the value, the stronger the light." -msgstr "Light2D的能量值。该值越大,光线就越强。" +msgstr "Light2D 的能量值。该值越大,光线就越强。" #: doc/classes/Light2D.xml msgid "The Light2D's mode. See [enum Mode] constants for values." @@ -41337,7 +41392,7 @@ msgstr "Light2D 的 [code]texture[/code] 的偏移量。" #: doc/classes/Light2D.xml msgid "The height of the Light2D. Used with 2D normal mapping." -msgstr "Light2D的高度。与2D法线贴图(normal mapping)一起使用。" +msgstr "Light2D 的高度。与 2D 法线贴图一起使用。" #: doc/classes/Light2D.xml msgid "" @@ -41347,7 +41402,7 @@ msgstr "图层遮罩。只有具有匹配遮罩的对象才会受到Light2D的 #: doc/classes/Light2D.xml msgid "Maximum layer value of objects that are affected by the Light2D." -msgstr "受Light2D影响的对象的最大层数值。" +msgstr "受 Light2D 影响的对象的最大层数值。" #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." @@ -41356,12 +41411,12 @@ msgstr "受 Light2D 影响的对象的最小层数值。" #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." -msgstr "受Light2D影响的物体的最大[code]z[/code]值。" +msgstr "受 Light2D 影响的物体的最大 [code]z[/code] 值。" #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." -msgstr "受Light2D影响的物体的最小[code]z[/code]值。" +msgstr "受 Light2D 影响的物体的最小 [code]z[/code] 值。" #: doc/classes/Light2D.xml msgid "Shadow buffer size." @@ -41369,15 +41424,15 @@ msgstr "阴影缓冲区大小。" #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." -msgstr "Light2D投下的影子的颜色[Color]。" +msgstr "该 Light2D 投下的影子的颜色 [Color]。" #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." -msgstr "如果[code]true[/code],Light2D将投下阴影。" +msgstr "如果为 [code]true[/code],则该 Light2D 将投下阴影。" #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." -msgstr "阴影过滤器类型。相关可能的值,参阅[enum ShadowFilter] 阴影过滤器。" +msgstr "阴影过滤器类型。可能的取值见 [enum ShadowFilter]。" #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." @@ -41392,12 +41447,12 @@ msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" -"阴影遮罩。与[LightOccluder2D]一起使用来投射阴影。只有具有匹配的光线遮罩的遮挡" -"物才会投射阴影。" +"阴影遮罩。与 [LightOccluder2D] 一起使用来投射阴影。只有具有匹配的光线遮罩的遮" +"挡物才会投射阴影。" #: doc/classes/Light2D.xml msgid "[Texture] used for the Light2D's appearance." -msgstr "用于Light2D外观的[Texture]。" +msgstr "用于 Light2D 外观的 [Texture]。" #: doc/classes/Light2D.xml msgid "The [code]texture[/code]'s scale factor." @@ -41413,13 +41468,13 @@ msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯 msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." -msgstr "将Light2D对应的像素值减去其下方的像素值,产生反光效果。" +msgstr "将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。" #: doc/classes/Light2D.xml msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." -msgstr "通过线性插值将Light2D对应的像素值与其下方的像素值混合。" +msgstr "通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。" #: doc/classes/Light2D.xml msgid "" @@ -41427,46 +41482,46 @@ msgid "" "parts of the screen underneath depending on the value of each pixel of the " "light (mask) texture." msgstr "" -"Light2D的光线纹理被用作遮罩,根据光线遮罩纹理的每个像素的值,隐藏或显示屏幕下" -"方的部分。" +"Light2D 的光线纹理被用作遮罩,根据光线遮罩纹理的每个像素的值,隐藏或显示屏幕" +"下方的部分。" #: doc/classes/Light2D.xml msgid "No filter applies to the shadow map. See [member shadow_filter]." -msgstr "没有过滤器适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "没有过滤器适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (3 samples) applies to the shadow map. See " "[member shadow_filter]." -msgstr "百分比接近过滤(3个样本)适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "百分比接近过滤(3 个样本)适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." -msgstr "百分比接近过滤(5个样本)适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "百分比接近过滤(5 个样本)适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (7 samples) applies to the shadow map. See " "[member shadow_filter]." -msgstr "百分比接近过滤(7个样本)适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "百分比接近过滤(7 个样本)适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (9 samples) applies to the shadow map. See " "[member shadow_filter]." -msgstr "百分比接近过滤(9个样本)适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "百分比接近过滤(9 个样本)适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." -msgstr "百分比接近过滤(13个样本)适用于阴影贴图。参阅[member shadow_filter]。" +msgstr "百分比接近过滤(13 个样本)适用于阴影贴图。见 [member shadow_filter]。" #: doc/classes/LightOccluder2D.xml msgid "Occludes light cast by a Light2D, casting shadows." -msgstr "遮挡由Light2D投射的光线,投射阴影。" +msgstr "遮挡由 Light2D 投射的光线,投射阴影。" #: doc/classes/LightOccluder2D.xml msgid "" @@ -41474,7 +41529,7 @@ msgid "" "be provided with an [OccluderPolygon2D] in order for the shadow to be " "computed." msgstr "" -"遮挡Light2D投射的灯光,投射阴影。为了计算阴影,必须为LightOccluder2D提供" +"遮挡 Light2D 投射的灯光,投射阴影。为了计算阴影,必须为 LightOccluder2D 提供 " "[OccluderPolygon2D]。" #: doc/classes/LightOccluder2D.xml @@ -41482,12 +41537,12 @@ msgid "" "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only " "from Light2D(s) that have the same light mask(s)." msgstr "" -"LightOccluder2D的灯光遮罩。LightOccluder2D将仅从具有相同灯光遮罩的Light2D投射" -"阴影。" +"LightOccluder2D 的灯光遮罩。LightOccluder2D 将仅从具有相同灯光遮罩的 Light2D " +"投射阴影。" #: doc/classes/LightOccluder2D.xml msgid "The [OccluderPolygon2D] used to compute the shadow." -msgstr "用于计算阴影的[OccluderPolygon2D]。" +msgstr "用于计算阴影的 [OccluderPolygon2D]。" #: doc/classes/Line2D.xml msgid "A 2D line." @@ -41538,17 +41593,18 @@ msgstr "返回该 Line2D 上点的数量。" #: doc/classes/Line2D.xml msgid "Returns point [code]i[/code]'s position." -msgstr "返回点[code]i[/code]的位置。" +msgstr "返回点 [code]i[/code] 的位置。" #: doc/classes/Line2D.xml msgid "Removes the point at index [code]i[/code] from the line." -msgstr "将索引[code]i[/code]处的点从直线中移除。" +msgstr "将索引 [code]i[/code] 处的点从直线中移除。" #: doc/classes/Line2D.xml msgid "" "Overwrites the position in point [code]i[/code] with the supplied " "[code]position[/code]." -msgstr "用提供的[code]position[/code]位置覆盖索引[code]i[/code]处点的位置。" +msgstr "" +"用提供的 [code]position[/code] 位置覆盖索引 [code]i[/code] 处点的位置。" #: doc/classes/Line2D.xml msgid "" @@ -41632,7 +41688,7 @@ msgstr "" msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." -msgstr "用于线条纹理的纹理。使用[code]texture_mode[/code]作为绘图样式。" +msgstr "用于线条纹理的纹理。使用 [code]texture_mode[/code] 作为绘图样式。" #: doc/classes/Line2D.xml msgid "" @@ -42087,7 +42143,7 @@ msgstr "按下清除按钮时使用的颜色。" #: doc/classes/LineEdit.xml msgid "Color of the [LineEdit]'s visual cursor (caret)." -msgstr "[LineEdit]可视光标(插入符号)的颜色。" +msgstr "[LineEdit] 可视光标(插入符号)的颜色。" #: doc/classes/LineEdit.xml msgid "Default font color." @@ -42095,7 +42151,7 @@ msgstr "默认字体颜色。" #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." -msgstr "选定文本的字体颜色(在选择矩形内)。" +msgstr "选定文本的字体颜色(在选择矩形内)。" #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." @@ -42111,8 +42167,8 @@ msgid "" "content margins). This value is measured in count of space characters (i.e. " "this amount of space characters can be displayed without scrolling)." msgstr "" -"文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量(即无" -"需滚动即可显示空格字符的数量)。" +"文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量" +"(即无需滚动即可显示空格字符的数量)。" #: doc/classes/LineEdit.xml msgid "Font used for the text." @@ -42120,7 +42176,7 @@ msgstr "文本使用的字体。" #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." -msgstr "“清除”按钮的纹理。请参阅 [member clear_button_enabled]。" +msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。" #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." @@ -42413,7 +42469,7 @@ msgstr "在程序退出前调用。" msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." -msgstr "当用户在系统全局菜单(如 Mac OS的菜单栏)中执行动作时被调用。" +msgstr "当用户在系统全局菜单(如 Mac OS 的菜单栏)中执行动作时被调用。" #: doc/classes/MainLoop.xml msgid "" @@ -42723,8 +42779,9 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"返回一个对应于Base64编码的字符串[code]base64_str[/code]的解码[Variant]。如果" -"[code]allow_objects[/code]是[code]true[/code],则允许对对象进行解码。\n" +"返回一个对应于 Base64 编码的字符串 [code]base64_str[/code] 的解码 [Variant]。" +"如果 [code]allow_objects[/code] 是 [code]true[/code],则允许对对象进行解" +"码。\n" "[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" "任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" @@ -42899,11 +42956,11 @@ msgstr "当鼠标在 [MenuButton] 上悬停时使用的 [StyleBox] 样式盒。" #: doc/classes/MenuButton.xml msgid "Default [StyleBox] for the [MenuButton]." -msgstr "[MenuButton]的默认[StyleBox]样式盒。" +msgstr "[MenuButton] 的默认 [StyleBox] 样式盒。" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being pressed." -msgstr "[MenuButton]被按下时的[StyleBox]样式盒。" +msgstr "[MenuButton] 被按下时的 [StyleBox] 样式盒。" #: doc/classes/Mesh.xml msgid "A [Resource] that contains vertex array-based geometry." @@ -42934,8 +42991,8 @@ msgstr "" "如果 [code]clean[/code] 是 [code]true[/code] (默认),重复的和内部的顶点会被" "自动移除。你可以把它设为 [code]false[/code] 来使这个过程更快,如果不需要的" "话。\n" -"如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点" -"的数量。默认情况下是禁用的。" +"如果 [code]simplify[/code] 是 [code]true[/code],可以进一步简化几何体以减少顶" +"点的数量。默认情况下是禁用的。" #: doc/classes/Mesh.xml msgid "" @@ -42949,11 +43006,11 @@ msgstr "" #: doc/classes/Mesh.xml msgid "Calculate a [ConcavePolygonShape] from the mesh." -msgstr "从网格中计算出[ConcavePolygonShape]。" +msgstr "从网格中计算出 [ConcavePolygonShape]。" #: doc/classes/Mesh.xml msgid "Generate a [TriangleMesh] from the mesh." -msgstr "从网格生成[TriangleMesh]。" +msgstr "从网格生成 [TriangleMesh]。" #: doc/classes/Mesh.xml msgid "" @@ -42992,21 +43049,21 @@ msgstr "返回所需面的混合形状数组。" msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." -msgstr "返回给定面的[Material]材质。面将由该材质来渲染。" +msgstr "返回给定面的 [Material] 材质。面将由该材质来渲染。" #: doc/classes/Mesh.xml msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." -msgstr "设置给定面的[Material]材质。该面将会使用此材质渲染。" +msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。" #: doc/classes/Mesh.xml msgid "" "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides " "[member BakedLightmap.default_texels_per_unit]." msgstr "" -"设置提示,用于[BakedLightmap]中的光照贴图分辨率。重写[member BakedLightmap." -"default_texels_per_unit]。" +"设置提示,用于 [BakedLightmap] 中的光照贴图分辨率。重写 [member " +"BakedLightmap.default_texels_per_unit]。" #: doc/classes/Mesh.xml msgid "Render array as points (one vertex equals one point)." @@ -43065,11 +43122,11 @@ msgstr "网格组包含颜色。" #: doc/classes/Mesh.xml msgid "Mesh array contains UVs." -msgstr "网格组包含UV。" +msgstr "网格组包含 UV。" #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." -msgstr "网格组包含第二套UV。" +msgstr "网格组包含第二套 UV。" #: doc/classes/Mesh.xml msgid "Mesh array contains bones." @@ -43087,7 +43144,7 @@ msgstr "网格组使用索引。" msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." -msgstr "内部用于计算其他[code]ARRAY_COMPRESS_*[/code]枚举值。不要使用。" +msgstr "内部用于计算其他 [code]ARRAY_COMPRESS_*[/code] 枚举值。不要使用。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." @@ -43095,25 +43152,25 @@ msgstr "用于标记压缩(半精度浮点)顶点数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." -msgstr "曾经用于标记压缩(半精度浮点)法向数组的 Flag。" +msgstr "曾经用于标记压缩(半精度浮点)法向数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." -msgstr "曾经用于标记压缩(半精度浮点)切向数组的Flag。" +msgstr "曾经用于标记压缩(半精度浮点)切向数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) color array." -msgstr "曾用于标记压缩(半精度浮点)颜色数组的Flag。" +msgstr "曾用于标记压缩(半精度浮点)颜色数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." -msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的 Flag。" +msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." -msgstr "曾用于标记第二套UV坐标的压缩(半精度浮点)UV坐标数组的Flag。" +msgstr "曾用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." @@ -43125,15 +43182,15 @@ msgstr "用于标记压缩(半精度浮点)权重数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." -msgstr "曾用于标记压缩索引数组的Flag。" +msgstr "曾用于标记压缩索引数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." -msgstr "曾用于标记包含2D顶点的数组的Flag。" +msgstr "曾用于标记包含 2D 顶点的数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." -msgstr "用于标记数组使用16位骨骼而不是8位的标志。" +msgstr "用于标记数组使用 16 位骨骼而不是 8 位的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" @@ -43149,10 +43206,10 @@ msgid "" "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" -"用于快速设置标志[constant ARRAY_COMPRESS_VERTEX], [constant " -"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant " -"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " -"ARRAY_COMPRESS_TEX_UV2] , [constant ARRAY_COMPRESS_WEIGHTS], 和[constant " +"用于快速设置标志 [constant ARRAY_COMPRESS_VERTEX]、[constant " +"ARRAY_COMPRESS_NORMAL]、[constant ARRAY_COMPRESS_TANGENT]、[constant " +"ARRAY_COMPRESS_COLOR]、[constant ARRAY_COMPRESS_TEX_UV]、[constant " +"ARRAY_COMPRESS_TEX_UV2]、[constant ARRAY_COMPRESS_WEIGHTS]、[constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。" #: doc/classes/Mesh.xml @@ -43165,7 +43222,7 @@ msgstr "法线数组。" #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." -msgstr "切向数组。每一个切向数据由四个float变量描述。" +msgstr "切向数组。每一个切向数据由四个 float 变量描述。" #: doc/classes/Mesh.xml msgid "Array of colors." @@ -43177,7 +43234,7 @@ msgstr "UV 坐标数组。" #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." -msgstr "第二套UV坐标数组。" +msgstr "第二套 UV 坐标数组。" #: doc/classes/Mesh.xml msgid "Array of bone data." @@ -43259,7 +43316,7 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "Clears all data currently in MeshDataTool." -msgstr "将当前MeshDataTool中所有的数据全部清除。" +msgstr "将当前 MeshDataTool 中所有的数据全部清除。" #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." @@ -43292,11 +43349,11 @@ msgid "" "vertices." msgstr "" "返回连接到给定边的指定顶点的索引。\n" -"顶点参数只能是0或1,因为边是由两个顶点组成的。" +"顶点参数只能是 0 或 1,因为边是由两个顶点组成的。" #: doc/classes/MeshDataTool.xml msgid "Returns the number of faces in this [Mesh]." -msgstr "返回这个[Mesh]中的面数。" +msgstr "返回这个 [Mesh] 中的面数。" #: doc/classes/MeshDataTool.xml msgid "" @@ -43340,7 +43397,7 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the material assigned to the [Mesh]." -msgstr "返回分配给[Mesh]的材质。" +msgstr "返回分配给 [Mesh] 的材质。" #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." @@ -43356,7 +43413,7 @@ msgstr "返回给定顶点的颜色。" #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." -msgstr "返回[Mesh]中顶点的总数。" +msgstr "返回 [Mesh] 中顶点的总数。" #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." @@ -43380,11 +43437,11 @@ msgstr "返回给定顶点的正切值。" #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." -msgstr "返回给定顶点的UV。" +msgstr "返回给定顶点的 UV。" #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." -msgstr "返回给定顶点的UV2。" +msgstr "返回给定顶点的 UV2。" #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." @@ -43400,7 +43457,7 @@ msgstr "设置给定面的元数据。" #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." -msgstr "设置新构建的[Mesh]使用的材质。" +msgstr "设置新构建的 [Mesh] 使用的材质。" #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." @@ -43428,11 +43485,11 @@ msgstr "设置给定顶点的切线。" #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." -msgstr "设置给定顶点的UV。" +msgstr "设置给定顶点的 UV。" #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." -msgstr "设置给定顶点的UV2。" +msgstr "设置给定顶点的 UV2。" #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." @@ -43451,10 +43508,10 @@ msgid "" "[Mesh] has to be instanced more than thousands of times at close proximity, " "consider using a [MultiMesh] in a [MultiMeshInstance] instead." msgstr "" -"MeshInstance是一个节点,它获取[Mesh]资源并创建一个实例,将其添加到当前场景" -"中。这是最常被用来渲染3D几何体的类,这可以在很多地方使用[Mesh]实例,它允许重" -"复使用几何体并节省资源。当[Mesh]必须在很近的地方被实例化超过数千次时,可以考" -"虑在[MultiMeshInstance]中使用[MultiMesh]来代替。" +"MeshInstance 是一个节点,它获取 [Mesh] 资源并创建一个实例,将其添加到当前场景" +"中。这是最常被用来渲染 3D 几何体的类,这可以在很多地方使用 [Mesh] 实例,它允" +"许重复使用几何体并节省资源。当 [Mesh] 必须在很近的地方被实例化超过数千次时," +"可以考虑在 [MultiMeshInstance] 中使用 [MultiMesh] 来代替。" #: doc/classes/MeshInstance.xml msgid "" @@ -43467,21 +43524,21 @@ msgid "" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" -"这个助手创建[StaticBody]子节点,该节点具有从网格几何形状计算的" -"[ConvexPolygonShape]碰撞形状。其主要用于测试。\n" -"如果[code]clean[/code]是[code]true[/code](默认),重复的顶点和内部顶点会被自" -"动移除。可以把它设置为 [code]false[/code],以便在不需要的情况下使这个过程更" -"快。\n" -"如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点" -"的数量。默认情况下是禁用的。" +"这个辅助工具创建 [StaticBody] 子节点,该节点具有从网格几何形状计算的 " +"[ConvexPolygonShape] 碰撞形状。其主要用于测试。\n" +"如果 [code]clean[/code] 是 [code]true[/code](默认),重复的顶点和内部顶点会" +"被自动移除。可以把它设置为 [code]false[/code],以便在不需要的情况下使这个过程" +"更快。\n" +"如果 [code]simplify[/code] 是 [code]true[/code],可以进一步简化几何体以减少顶" +"点的数量。默认情况下是禁用的。" #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [MeshInstance] child node with gizmos at every vertex " "calculated from the mesh geometry. It's mainly used for testing." msgstr "" -"这个辅助工具创建[MeshInstance]子节点,在每个顶点都有根据网格几何形状计算的辅" -"助线框。其主要用于测试。" +"这个辅助工具创建 [MeshInstance] 子节点,在每个顶点都有根据网格几何形状计算的" +"辅助线框。其主要用于测试。" #: doc/classes/MeshInstance.xml msgid "" @@ -43489,8 +43546,8 @@ msgid "" "[ConvexPolygonShape] collision shapes calculated from the mesh geometry via " "convex decomposition. It's mainly used for testing." msgstr "" -"这个助手创建[StaticBody]子节点,该节点具有多个[ConvexPolygonShape]碰撞形状," -"这些碰撞形状是通过凸面分解从网格几何形状计算出来的。其主要用于测试。" +"这个辅助工具创建 [StaticBody] 子节点,该节点具有多个 [ConvexPolygonShape] 碰" +"撞形状,这些碰撞形状是通过凸面分解从网格几何形状计算出来的。其主要用于测试。" #: doc/classes/MeshInstance.xml msgid "" @@ -43498,7 +43555,7 @@ msgid "" "collision shape calculated from the mesh geometry. It's mainly used for " "testing." msgstr "" -"这个助手创建[StaticBody]子节点,其碰撞形状是由网格的几何形状计算出来的" +"这个辅助工具创建 [StaticBody] 子节点,其碰撞形状是由网格的几何形状计算出来的 " "[ConcavePolygonShape],其主要用于测试。" #: doc/classes/MeshInstance.xml @@ -43509,17 +43566,23 @@ msgid "" "[Material] defined in the [Mesh]. For example, if [member GeometryInstance." "material_override] is used, all surfaces will return the override material." msgstr "" -"返回[Mesh]绘制时使用的[Material]。这可以返回[member GeometryInstance." -"material_override],这个[MeshInstance]中定义的表面覆盖[Material],或者[Mesh]" -"中定义的表面[Material]。例如,如果使用[member GeometryInstance." +"返回 [Mesh] 绘制时使用的 [Material]。这可以返回 [member GeometryInstance." +"material_override],这个 [MeshInstance] 中定义的表面覆盖 [Material],或者 " +"[Mesh] 中定义的表面 [Material]。例如,如果使用 [member GeometryInstance." "material_override],所有的表面都会返回覆盖的材质。" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." -msgstr "返回[Mesh]资源表面的[Material]。" +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." +msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +#, fuzzy +msgid "Returns the number of surface override materials." msgstr "返回表面材质的数量。" #: doc/classes/MeshInstance.xml @@ -43570,12 +43633,15 @@ msgstr "" "另外请注意,目标 [MeshInstance] 中的任何初始数据都会被丢弃。" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." -msgstr "为[Mesh]资源的表面设置[Material]。" +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." +msgstr "" #: doc/classes/MeshInstance.xml msgid "The [Mesh] resource for the instance." -msgstr "该实例的[Mesh]资源。" +msgstr "该实例的 [Mesh] 资源。" #: doc/classes/MeshInstance.xml msgid "[NodePath] to the [Skeleton] associated with the instance." @@ -43601,7 +43667,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "Node used for displaying a [Mesh] in 2D." -msgstr "用于在2D中显示[Mesh]的节点。" +msgstr "用于在 2D 中显示 [Mesh] 的节点。" #: doc/classes/MeshInstance2D.xml msgid "" @@ -43616,7 +43682,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." -msgstr "[Mesh]将由[MeshInstance2D]绘制。" +msgstr "[Mesh] 将由 [MeshInstance2D] 绘制。" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" @@ -43642,7 +43708,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "Emitted when the [member texture] is changed." -msgstr "当[member texture]被改变时触发。" +msgstr "当 [member texture] 被改变时触发。" #: doc/classes/MeshLibrary.xml msgid "Library of meshes." @@ -43654,8 +43720,8 @@ msgid "" "and ID. Each item can also include collision and navigation shapes. This " "resource is used in [GridMap]." msgstr "" -"网格库包含一个[Mesh]资源列表,每个资源都有一个名称和ID。每个项目还可以包括碰" -"撞和导航形状。这个资源在[GridMap]中使用。" +"网格库包含一个 [Mesh] 资源列表,每个资源都有一个名称和 ID。每个项目还可以包括" +"碰撞和导航形状。这个资源在 [GridMap] 中使用。" #: doc/classes/MeshLibrary.xml msgid "Clears the library." @@ -43666,8 +43732,8 @@ msgid "" "Creates a new item in the library with the given ID.\n" "You can get an unused ID from [method get_last_unused_item_id]." msgstr "" -"使用给定的ID在库中创建一个新项。\n" -"你可以从[method get_last_unused_item_id]获取一个未使用的ID。" +"使用给定的 ID 在库中创建一个新项。\n" +"你可以从 [method get_last_unused_item_id] 获取一个未使用的 ID。" #: doc/classes/MeshLibrary.xml msgid "Returns the first item with the given name." @@ -43675,7 +43741,7 @@ msgstr "返回第一个指定名称的 item。" #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." -msgstr "返回正在使用的 item id列表。" +msgstr "返回正在使用的 item id 列表。" #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." @@ -43715,11 +43781,11 @@ msgid "" "The array consists of each [Shape] followed by its [Transform]." msgstr "" "返回项目的碰撞形状。\n" -"这个数组由每个[Shape]和它的[Transform]组成。" +"这个数组由每个 [Shape] 和它的 [Transform] 组成。" #: doc/classes/MeshLibrary.xml msgid "Gets an unused ID for a new item." -msgstr "获取新项未使用的ID。" +msgstr "获取新项未使用的 ID。" #: doc/classes/MeshLibrary.xml msgid "Removes the item." @@ -43740,7 +43806,7 @@ msgid "" "later using [method find_item_by_name]." msgstr "" "设置项的名称。\n" -"该名称显示在编辑器中。稍后还可以使用[method find_item_by_name]来查找该项。" +"该名称显示在编辑器中。稍后还可以使用 [method find_item_by_name] 来查找该项。" #: doc/classes/MeshLibrary.xml msgid "Sets the item's navigation mesh." @@ -43774,8 +43840,8 @@ msgid "" "Simple texture that uses a mesh to draw itself. It's limited because flags " "can't be changed and region drawing is not supported." msgstr "" -"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为Flag不能更改,而且" -"不支持区域绘制。" +"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而" +"且不支持区域绘制。" #: doc/classes/MeshTexture.xml msgid "Sets the base texture that the Mesh will use to draw." @@ -43787,7 +43853,7 @@ msgstr "设置图像的大小,需要参考。" #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." -msgstr "设置用于绘制的网格,该网格必须使用2D顶点。" +msgstr "设置用于绘制的网格,该网格必须使用 2D 顶点。" #: doc/classes/MethodTweener.xml msgid "" @@ -43835,7 +43901,7 @@ msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." -msgstr "通用移动VR实现。" +msgstr "通用移动 VR 实现。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" @@ -43879,7 +43945,7 @@ msgstr "显示器的宽度,以厘米为单位。" msgid "" "The height at which the camera is placed in relation to the ground (i.e. " "[ARVROrigin] node)." -msgstr "摄像机相对于地面所处的高度,即[ARVROrigin]节点。" +msgstr "摄像机相对于地面所处的高度,即 [ARVROrigin] 节点。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" @@ -43891,11 +43957,12 @@ msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的 msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." -msgstr "k1镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。" +msgstr "" +"k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The k2 lens factor, see k1." -msgstr "k2镜头因子,见k1。" +msgstr "k2 镜头因子,见 k1。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" @@ -43950,7 +44017,7 @@ msgstr "返回已经为特定实例设置的自定义数据。" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." -msgstr "返回一个特定实例的[Transform]。" +msgstr "返回一个特定实例的 [Transform]。" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." @@ -44025,8 +44092,8 @@ msgid "" "just a container for 4 floating point numbers. The format of the number can " "change depending on the [enum CustomDataFormat] used." msgstr "" -"为特定的实例设置自定义数据。虽然使用了[Color],但它只是一个容纳4个浮点数的容" -"器。数字的格式可以根据使用的[enum CustomDataFormat]来改变。" +"为特定的实例设置自定义数据。虽然使用了 [Color],但它只是一个容纳 4 个浮点数的" +"容器。数字的格式可以根据使用的 [enum CustomDataFormat] 来改变。" #: doc/classes/MultiMesh.xml msgid "Sets the [Transform] for a specific instance." @@ -44074,7 +44141,7 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." -msgstr "用于变换网格的变换格式,可以是2D或3D。" +msgstr "用于变换网格的变换格式,可以是 2D 或 3D。" #: doc/classes/MultiMesh.xml msgid "" @@ -44123,7 +44190,7 @@ msgid "" "will be clamped." msgstr "" "传递给着色器时将 custom_data 压缩为 8 位。这使用更少的内存并且可以更快,但会" -"失去精度和范围。 8 位浮点数只能表示 0 到 1 之间的值,超出该范围的数字将被限" +"失去精度和范围。8 位浮点数只能表示 0 到 1 之间的值,超出该范围的数字将被限" "制。" #: doc/classes/MultiMesh.xml @@ -44157,15 +44224,15 @@ msgid "" "This is useful to optimize the rendering of a high amount of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" -"[MultiMeshInstance]是特有的节点,用于基于[MultiMesh]资源的[GeometryInstance]" -"的实例。\n" +"[MultiMeshInstance] 是特有的节点,用于基于 [MultiMesh] 资源的 " +"[GeometryInstance] 的实例。\n" "这对于优化给定网格的大量实例的渲染是非常有用的(例如,森林中的树木或草丛)。" #: doc/classes/MultiMeshInstance.xml msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance]." -msgstr "在[MultiMeshInstance]的所有实例中使用和共享的[MultiMesh]资源。" +msgstr "在 [MultiMeshInstance] 的所有实例中使用和共享的 [MultiMesh] 资源。" #: doc/classes/MultiMeshInstance2D.xml msgid "Node that instances a [MultiMesh] in 2D." @@ -44177,16 +44244,16 @@ msgid "" "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" -"[MultiMeshInstance2D]是特有的节点,用于实例化2D的[MultiMesh]资源。\n" -"使用方法与[MultiMeshInstance]相同。" +"[MultiMeshInstance2D] 是特有的节点,用于实例化 2D 的 [MultiMesh] 资源。\n" +"使用方法与 [MultiMeshInstance] 相同。" #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." -msgstr "将由[MultiMeshInstance2D]绘制的[MultiMesh]。" +msgstr "将由 [MultiMeshInstance2D] 绘制的 [MultiMesh]。" #: doc/classes/MultiplayerAPI.xml msgid "High-level multiplayer API." -msgstr "高级多人游戏API。" +msgstr "高级多人游戏 API。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44201,40 +44268,42 @@ msgid "" "detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" -"该类实现了高阶多人游戏API背后的大部分逻辑。参阅[NetworkedMultiplayerPeer]。\n" -"默认情况下,[SceneTree]有对该类的引用,用于在整个场景中提供多人游戏功能(即" +"该类实现了高阶多人游戏 API 背后的大部分逻辑。另请参阅 " +"[NetworkedMultiplayerPeer]。\n" +"默认情况下,[SceneTree] 有对该类的引用,用于在整个场景中提供多人游戏功能(即 " "RPC/RSET)。\n" -"通过设置[member Node.custom_multiplayer]属性,可以重写特定节点使用的多人游戏" -"API实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n" -"[b]注意:[/b]高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使" -"用。它可能会改变,不做另行通知。" +"通过设置 [member Node.custom_multiplayer] 属性,可以重写特定节点使用的 " +"MultiplayerAPI 实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n" +"[b]注意:[/b]高阶的多人游戏 API 协议实现细节,并不意味着可以被非 Godot 服务器" +"使用。它可能会改变,不做另行通知。" #: doc/classes/MultiplayerAPI.xml msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" -"清除当前的MultiplayerAPI网络状态(除非你知道自己在做什么,否则不应该调用这" +"清除当前的 MultiplayerAPI 网络状态(除非你知道自己在做什么,否则不应该调用这" "个)。" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." -msgstr "返回此MultiplayerAPI的[member network_peer]的所有连接的对等体的ID。" +msgstr "" +"返回这个 MultiplayerAPI 的 [member network_peer] 的所有连接的对等体的 ID。" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." -msgstr "返回该多人游戏API的[member network_peer]的唯一对等体ID。" +msgstr "返回这个 MultiplayerAPI 的 [member network_peer] 的唯一对等体 ID。" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the sender's peer ID for the RPC currently being executed.\n" "[b]Note:[/b] If not inside an RPC this method will return 0." msgstr "" -"返回当前正在执行的RPC的发送方的对等体ID。\n" -"[b]注意:[/b]如果不在RPC内,这个方法将返回0。" +"返回当前正在执行的 RPC 的发送方的对等体 ID。\n" +"[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。" #: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if there is a [member network_peer] set." @@ -44245,8 +44314,8 @@ msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" -"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返" -"回 [code]true[/code]。" +"如果这个 MultiplayerAPI 的 [member network_peer] 处于服务器模式(监听连接)," +"返回 [code]true[/code]。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44258,9 +44327,10 @@ msgid "" "will be executed in the same context of this function (e.g. [code]_process[/" "code], [code]physics[/code], [Thread])." msgstr "" -"用于轮询多人游戏 API 的方法。只有当你使用 [member Node.custom_multiplayer] 覆" -"盖或者你将 [member SceneTree.multiplayer_poll] 设置为 [code]false[/code] 时," -"你才需要担心这个问题。默认情况下,[SceneTree] 将为你轮询其多人游戏 API。\n" +"用于轮询 MultiplayerAPI 的方法。只有当你使用 [member Node." +"custom_multiplayer] 覆盖或者你将 [member SceneTree.multiplayer_poll] 设置为 " +"[code]false[/code] 时,你才需要担心这个问题。默认情况下,[SceneTree] 将为你轮" +"询其 MultiplayerAPI。\n" "[b]注意:[/b]这个方法导致 RPC 和 RSET 被调用,所以它们将在这个函数的同一上下" "文中执行(例如 [code]_process[/code]、[code]physics[/code]、[Thread])。" @@ -44284,8 +44354,8 @@ msgid "" "to avoid potential security threats such as remote code execution." msgstr "" "如果为 [code]true[/code](或者如果 [member network_peer] 的 [member " -"PacketPeer.allow_object_decoding] 被设置为 [code]true[/code]),多人游戏 API " -"将允许在 RPC/RSET 期间的对象进行编码和解码。\n" +"PacketPeer.allow_object_decoding] 被设置为 [code]true[/code])," +"MultiplayerAPI 将允许在 RPC/RSET 期间的对象进行编码和解码。\n" "[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" "任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" @@ -44310,8 +44380,8 @@ msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" -"如果[code]true[/code],则MultiplayerAPI的[member network_peer]会拒绝新的传入" -"连接。" +"如果为 [code]true[/code],则MultiplayerAPI的[member network_peer]会拒绝新的传" +"入连接。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44321,25 +44391,26 @@ msgid "" "managed by different MultiplayerAPI, allowing for example to run both client " "and server in the same scene." msgstr "" -"用于RPC的根节点。不使用绝对路径,而是使用相对路径来寻找应该执行RPC的节点。\n" -"这有效地允许场景树的不同分支由不同的MultiplayerAPI管理,例如允许在同一个场景" -"中同时运行客户端和服务器。" +"用于 RPC 的根节点。不使用绝对路径,而是使用相对路径来寻找应该执行 RPC 的节" +"点。\n" +"这有效地允许场景树的不同分支由不同的 MultiplayerAPI 管理,例如允许在同一个场" +"景中同时运行客户端和服务器。" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[member network_peer]成功连接到一个服务器时触发该信号。" -"这只在客户端触发。" +"当这个 MultiplayerAPI 的 [member network_peer] 成功连接到一个服务器时触发该信" +"号。这只在客户端触发。" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[member network_peer]无法与服务器建立连接时触发。只在客" -"户端触发。" +"当这个 MultiplayerAPI 的 [member network_peer] 无法与服务器建立连接时触发。只" +"在客户端触发。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44348,9 +44419,9 @@ msgid "" "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" -"当此多人播放器的 [member network_peer] 与新对等连接时触发该信号。ID 是新peer" -"的 peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接到服务器" -"后,客户端还会收到服务器的此信号(ID 为 1)。" +"当这个 MultiplayerAPI 的 [member network_peer] 与新对等连接时触发该信号。ID " +"是新 peer 的 peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接" +"到服务器后,客户端还会收到服务器的此信号(ID 为 1)。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44358,8 +44429,8 @@ msgid "" "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" -"当这个MultiplayerAPI的[member network_peer]与一个同伴断开连接时触发该信号。当" -"其他客户端与同一服务器断开连接时,客户端会得到通知。" +"当这个 MultiplayerAPI 的 [member network_peer] 与一个同伴断开连接时触发该信" +"号。当其他客户端与同一服务器断开连接时,客户端会得到通知。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44367,16 +44438,17 @@ msgid "" "[code]packet[/code] with custom data (see [method send_bytes]). ID is the " "peer ID of the peer that sent the packet." msgstr "" -"当这个MultiplayerAPI的[member network_peer]收到一个带有自定义数据的[code]数据" -"包[/code](见[method send_bytes])时触发。ID是发送该数据包的对等体的ID。" +"当这个 MultiplayerAPI 的 [member network_peer] 收到一个带有自定义数据的数据" +"包 [code]packet[/code](见 [method send_bytes])时触发。ID 是发送该数据包的对" +"等体的ID。" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[member network_peer]与服务器断开连接时触发。只在客户端" -"触发。" +"当这个 MultiplayerAPI 的 [member network_peer] 与服务器断开连接时触发。只在客" +"户端触发。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44430,8 +44502,8 @@ msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the " "[code]slave[/code] keyword." msgstr "" -"[i]已废弃。[/i] 使用[constant RPC_MODE_PUPPET]代替。类似于[code]slave[/code]" -"关键字。" +"[i]已废弃。[/i]使用 [constant RPC_MODE_PUPPET] 代替。类似于 [code]slave[/" +"code] 关键字。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -44446,15 +44518,15 @@ msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to " "the [code]sync[/code] keyword." msgstr "" -"[i]已废弃。[/i] 使用[constant RPC_MODE_REMOTESYNC]代替。类似于[code]sync[/" -"code]关键字。" +"[i]已废弃。[/i]使用 [constant RPC_MODE_REMOTESYNC] 代替。类似于 [code]sync[/" +"code] 关键字。" #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_MASTER] but also make the call or property " "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" -"类似于[constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 " +"类似于 [constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 " "[code]mastersync[/code] 关键字。" #: doc/classes/MultiplayerAPI.xml @@ -44467,7 +44539,7 @@ msgstr "" #: doc/classes/Mutex.xml msgid "A synchronization mutex (mutual exclusion)." -msgstr "一个同步互斥锁(相互排斥)。" +msgstr "同步互斥锁(相互排斥)。" #: doc/classes/Mutex.xml msgid "" @@ -44476,9 +44548,9 @@ msgid "" "that only one thread can ever acquire the lock at a time. A mutex can be " "used to protect a critical section; however, be careful to avoid deadlocks." msgstr "" -"一个同步互斥锁(mutex)。它用于同步多个[Thread],相当于一个二进制" -"[Semaphore]。它保证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但" -"是,要注意避免死锁。" +"同步互斥锁(相互排斥)。它用于同步多个 [Thread],相当于二元 [Semaphore]。它保" +"证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但是,要注意避免死" +"锁。" #: doc/classes/Mutex.xml msgid "" @@ -44508,40 +44580,40 @@ msgid "" "unlock] the same number of times in order to unlock it correctly." msgstr "" "解锁这个 [Mutex],把它留给其他线程。\n" -"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用[method lock]或" -"[method try_lock],它也必须调用相同次数的[method unlock]才能正确解锁." +"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用 [method lock] 或 " +"[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" -"返回之前用[code]godot_nativescript_set_class_documentation[/code]设置的文档字" -"符串。" +"返回之前用 [code]godot_nativescript_set_class_documentation[/code] 设置的文档" +"字符串。" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" -"返回之前用[code]godot_nativescript_set_method_documentation[/code]设置的文档" -"字符串。" +"返回之前用 [code]godot_nativescript_set_method_documentation[/code] 设置的文" +"档字符串。" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" -"返回之前用[code]godot_nativescript_set_property_documentation[/code]设置的文" -"档字符串。" +"返回之前用 [code]godot_nativescript_set_property_documentation[/code] 设置的" +"文档字符串。" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" -"返回之前用[code]godot_nativescript_set_signal_documentation[/code]设置的文档" -"字符串。" +"返回之前用 [code]godot_nativescript_set_signal_documentation[/code] 设置的文" +"档字符串。" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" @@ -44560,7 +44632,11 @@ msgid "Mesh-based navigation and pathfinding node." msgstr "基于网格的导航和寻路节点。" #: doc/classes/Navigation.xml +#, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -44614,7 +44690,11 @@ msgid "Returns the [RID] of the navigation map on the [NavigationServer]." msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。" #: doc/classes/Navigation.xml +#, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -44650,7 +44730,7 @@ msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" -"定义了向上的方向。默认情况下,这是[code](0,1,0)[/code],这是世界的“向上”方" +"定义了向上的方向。默认情况下,这是 [code](0,1,0)[/code],这是世界的“向上”方" "向。" #: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml @@ -44664,7 +44744,11 @@ msgid "2D navigation and pathfinding node." msgstr "2D 导航和寻路节点。" #: doc/classes/Navigation2D.xml +#, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -44688,7 +44772,11 @@ msgstr "" "[NavigationPolygonInstance]。" #: doc/classes/Navigation2D.xml +#, fuzzy msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -44854,11 +44942,47 @@ msgid "Destroys the given RID." msgstr "销毁给定的 RID。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "创建一张新地图。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航代理的 [RID]。" @@ -44974,6 +45098,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "返回 [code]region[/code] 地区的移动消耗 [code]travel_cost[/code]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "设置 [code]region[/code] 地区的进入消耗 [code]enter_cost[/code]。" @@ -45230,6 +45371,17 @@ msgstr "搜索其他代理的距离。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." @@ -45238,17 +45390,24 @@ msgstr "" "新计算理想路径。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." -msgstr "代理的半径。" +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." +msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" -"认为到达目标的距离阈值。可以让代理无需精准到达路径上的某个点,到达某个区域即" -"可。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -45469,7 +45628,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "The Y axis cell size to use for fields." -msgstr "用于字段Y轴单元的尺寸。" +msgstr "用于字段 Y 轴单元的尺寸。" #: doc/classes/NavigationMesh.xml msgid "" @@ -45498,6 +45657,16 @@ msgstr "" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell_size]的倍数。" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走。" @@ -45532,13 +45701,14 @@ msgstr "" msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." -msgstr "决定哪种类型的节点可解析为几何图形。参阅 [enum ParsedGeometryType]。" +msgstr "" +"决定哪种类型的节点可解析为几何图形。可能的取值见 [enum ParsedGeometryType]。" #: doc/classes/NavigationMesh.xml msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." -msgstr "烘焙时使用的几何体的源。参阅 [enum SourceGeometryMode]。" +msgstr "烘焙时使用的几何体的源。可能的取值见 [enum SourceGeometryMode]。" #: doc/classes/NavigationMesh.xml msgid "" @@ -45576,15 +45746,16 @@ msgid "" "cells allowed to form isolated island areas. For example, a value of 8 will " "set the number of cells to 64." msgstr "" -"一个区域被创建的最小尺寸。\n" -"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,8的值" -"将把单元格的数量设为64。" +"区域被创建所需的最小尺寸。\n" +"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 " +"8 时将把单元格的数量设为 64。" #: doc/classes/NavigationMesh.xml msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." -msgstr "创建导航网格多边形单元的分割算法。参阅 [enum SamplePartitionType]。" +msgstr "" +"创建导航网格多边形单元的分割算法。可能的取值见 [enum SamplePartitionType]。" #: doc/classes/NavigationMesh.xml msgid "" @@ -45603,7 +45774,7 @@ msgstr "单调分区。如果您想要快速生成导航网格,请使用此选 msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." -msgstr "层分区。用于具有中小型瓷砖的平铺导航网格的不错选择。" +msgstr "层分区。用于具有中小型图块的平铺导航网格的不错选择。" #: doc/classes/NavigationMesh.xml msgid "Represents the size of the [enum SamplePartitionType] enum." @@ -45666,6 +45837,7 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" #: doc/classes/NavigationMeshGenerator.xml +#, fuzzy msgid "" "This class is responsible for creating and clearing 3D navigation meshes " "used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " @@ -45696,7 +45868,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" "这个类负责 3D 导航网格的创建和清理,导航网格 [NavigationMesh] 是 " "[NavigationMeshInstance] 中的资源。[NavigationMeshGenerator] 在 2D 中的用处微" @@ -45811,7 +45991,6 @@ msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "" "When pathfinding enters this region's navmesh from another regions navmesh " "the [code]enter_cost[/code] value is added to the path distance for " @@ -45837,7 +46016,6 @@ msgstr "使用的 [NavigationMesh] 资源。" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "" "When pathfinding moves inside this region's navmesh the traveled distances " "are multiplied with [code]travel_cost[/code] for determining the shortest " @@ -46000,8 +46178,8 @@ msgid "" "make_polygons_from_outlines] in order for this array to be converted to " "polygons that the engine will use." msgstr "" -"将包含轮廓顶点的[PoolVector2Array]添加到包含所有轮廓的内部数组中。你必须调用" -"[method make_polygons_from_outlines],将数组转换为引擎可使用的多边形。" +"将包含轮廓顶点的 [PoolVector2Array] 添加到包含所有轮廓的内部数组中。你必须调" +"用 [method make_polygons_from_outlines],将数组转换为引擎可使用的多边形。" #: doc/classes/NavigationPolygon.xml msgid "" @@ -46010,9 +46188,9 @@ msgid "" "to call [method make_polygons_from_outlines] in order for this array to be " "converted to polygons that the engine will use." msgstr "" -"将包含轮廓顶点的[PoolVector2Array]添加到内部数组中,该数组包含所有固定位置的" -"轮廓。你必须调用[method make_polygons_from_outlines],将数组转换为引擎可使用" -"的多边形。" +"将包含轮廓顶点的 [PoolVector2Array] 添加到内部数组中,该数组包含所有固定位置" +"的轮廓。你必须调用 [method make_polygons_from_outlines],将数组转换为引擎可使" +"用的多边形。" #: doc/classes/NavigationPolygon.xml msgid "" @@ -46056,7 +46234,7 @@ msgstr "返回多边形的数量。" msgid "" "Returns a [PoolVector2Array] containing all the vertices being used to " "create the polygons." -msgstr "返回包含用于创建多边形的所有顶点的[PoolVector2Array]。" +msgstr "返回包含用于创建多边形的所有顶点的 [PoolVector2Array]。" #: doc/classes/NavigationPolygon.xml msgid "Creates polygons from the outlines added in the editor or by script." @@ -46269,13 +46447,13 @@ msgid "" "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" -"一个 PacketPeer 实现,应该在初始化为客户端或服务器后传递给 [member SceneTree." +"PacketPeer 的实现,应该在初始化为客户端或服务器后传递给 [member SceneTree." "network_peer]。然后可以通过连接到 [SceneTree] 信号来处理事件。\n" "ENet 的目的是在 UDP(用户数据报协议)之上提供一个相对简单而健全的网络通信" "层。\n" -"[b]注意:[/b]ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网" -"上访问时,只需要将服务器端口转发为UDP即可。您可以使用 [UPNP] 类尝试在启动服务" -"器时自动转发服务器端口。" +"[b]注意:[/b]ENet 只使用 UDP,不使用 TCP。转发服务器端口使您的服务器可以在公" +"网上访问时,只需要将服务器端口转发为 UDP 即可。您可以使用 [UPNP] 类尝试在启动" +"服务器时自动转发服务器端口。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -46355,25 +46533,25 @@ msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" -"断开给定对等体的连接。如果 \"now \"被设置为 [code]true[/code],连接将被立即关" -"闭而不冲刷队列中的消息。" +"断开给定对等体的连接。如果“now”被设置为 [code]true[/code],连接将被立即关闭而" +"不冲刷队列中的消息。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." -msgstr "返回通过[method PacketPeer.get_packet]获取的最后一个包的Channel。" +msgstr "返回通过 [method PacketPeer.get_packet] 获取的上一个数据包的 Channel。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." -msgstr "返回将通过[method PacketPeer.get_packet]获取的下一个数据包的Channel。" +msgstr "返回通过 [method PacketPeer.get_packet] 获取的下一个数据包的 Channel。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the IP address of the given peer." -msgstr "返回给定对等体的IP地址。" +msgstr "返回给定对等体的 IP 地址。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml @@ -46396,8 +46574,8 @@ msgid "" "code]. For servers, you must also setup the [CryptoKey] via [method " "set_dtls_key]." msgstr "" -"当[member use_dtls]为 [code]true[/code] 时,配置[X509Certificate]使用。对于服" -"务器,您还必须通过[method set_dtls_key]设置[CryptoKey]。" +"当 [member use_dtls] 为 [code]true[/code] 时,配置 [X509Certificate] 使用。对" +"于服务器,您还必须通过 [method set_dtls_key] 设置 [CryptoKey]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -46405,8 +46583,8 @@ msgid "" "code]. Remember to also call [method set_dtls_certificate] to setup your " "[X509Certificate]." msgstr "" -"当[member use_dtls]为 [code]true[/code] 时,配置[CryptoKey]来使用。记住也要调" -"用[method set_dtls_certificate]来设置[X509Certificate]。" +"当 [member use_dtls] 为 [code]true[/code] 时,配置 [CryptoKey] 来使用。记住也" +"要调用 [method set_dtls_certificate] 来设置 [X509Certificate]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -46449,7 +46627,7 @@ msgid "" "status of a packet in one channel won't stall the delivery of other packets " "in another channel." msgstr "" -"ENet要使用的信道数量。通道用于分离不同类型的数据。例如,在可靠或有序模式下," +"ENet 要使用的信道数量。通道用于分离不同类型的数据。例如,在可靠或有序模式下," "包交付顺序是在每个通道的基础上保证的。这样做是为了消除延迟并减少对数据包的排" "序限制。在一个通道中的包的交付状态不会停止在另一个通道中的其他包的交付。" @@ -46470,8 +46648,8 @@ msgid "" msgstr "" "用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果您完全使" "用压缩,您可能需要测试哪一种最适合您的用例。\n" -"[b]注:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于4 KB)。如" -"果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n" +"[b]注意:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于 4 " +"KB)。如果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n" "[b]注意:[/b][member compression_mode] 必须在服务器及其所有客户端上设置为相同" "的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则客" "户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 " @@ -46611,7 +46789,7 @@ msgstr "WebRTC 信号演示" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." -msgstr "返回连接的当前状态。请参阅 [enum ConnectionStatus]。" +msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" @@ -46653,7 +46831,7 @@ msgstr "" msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." -msgstr "向[code]target_peer[/code]发送数据包的方式。参阅[enum TransferMode]。" +msgstr "向 [code]target_peer[/code] 发送数据包的方式。见 [enum TransferMode]。" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt fails." @@ -46718,7 +46896,7 @@ msgstr "正在进行的连接断开了。" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A connection attempt is ongoing." -msgstr "一个连接尝试正在进行中。" +msgstr "正在尝试进行连接。" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The connection attempt succeeded." @@ -46747,43 +46925,45 @@ msgid "" "grid. When you scale the node, it tiles the texture's sides horizontally or " "vertically, the center on both axes but it doesn't scale or tile the corners." msgstr "" -"NinePatchRect也被称为9片式面板,它基于一个小的纹理,产生任何尺寸的干净面板。" -"为了做到这一点,它将纹理分割成3×3的网格。当你缩放节点时,它在水平或垂直方向上" -"平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。" +"NinePatchRect 也被称为 9 片式面板,它基于一个小的纹理,产生任何尺寸的干净面" +"板。为了做到这一点,它将纹理分割成 3×3 的网格。当你缩放节点时,它在水平或垂直" +"方向上平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。" #: doc/classes/NinePatchRect.xml msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." -msgstr "返回由给定的[enum Margin]常量标识的边距大小。" +msgstr "返回由给定的 [enum Margin] 常量标识的边距大小。" #: doc/classes/NinePatchRect.xml msgid "" "Sets the size of the margin identified by the given [enum Margin] constant " "to [code]value[/code] in pixels." msgstr "" -"将由给定的[enum Margin]常量标识的边距大小设置为[code]value[/code],单位为像" -"素。" +"将由给定的 [enum Margin] 常量标识的边距大小设置为 [code]value[/code],单位为" +"像素。" #: doc/classes/NinePatchRect.xml msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" -"水平拉伸/平铺时使用的拉伸模式。参阅[enum NinePatchRect.AxisStretchMode]。" +"水平拉伸/平铺时使用的拉伸模式。可能的取值见 [enum NinePatchRect." +"AxisStretchMode]。" #: doc/classes/NinePatchRect.xml msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" -"用于垂直拉伸/平铺的拉伸模式。参阅[enum NinePatchRect.AxisStretchMode]。" +"用于垂直拉伸/平铺的拉伸模式。可能的取值见 [enum NinePatchRect." +"AxisStretchMode]。" #: doc/classes/NinePatchRect.xml msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." -msgstr "如果[code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。" +msgstr "如果为 [code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46791,8 +46971,8 @@ msgid "" "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"9-slice的底层行的高度。边距为16意味着9片的底角和侧面将有16像素的高度。你可以" -"单独设置所有4个边距值来创建具有非统一边框的面板。" +"9-切片底行的高度。边距为 16 意味着 9-切片的底角和侧面将有 16 像素的高度。你可" +"以单独设置所有 4 个边距值,来创建有非统一边框的面板。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46800,8 +46980,8 @@ msgid "" "left corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"9-切片的左列宽度。边距为16意味着9切片的左角和侧面将有16像素的宽度。你可以单独" -"设置所有4个边距值,来创建有非统一边框的面板。" +"9-切片左列的宽度。边距为 16 意味着 9-切片的左角和侧面将有 16 像素的宽度。你可" +"以单独设置所有 4 个边距值,来创建有非统一边框的面板。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46809,8 +46989,8 @@ msgid "" "right corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"9-切片的右列宽度。边距为16意味着9切片的右角和侧面将有16像素的宽度。你可以单独" -"设置所有4个边距值,以创建有非统一边框的面板。" +"9-切片右列的宽度。边距为 16 意味着 9-切片的右角和侧面将有 16 像素的宽度。你可" +"以单独设置所有 4 个边距值,来创建有非统一边框的面板。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46818,8 +46998,8 @@ msgid "" "corners and side will have a height of 16 pixels. You can set all 4 margin " "values individually to create panels with non-uniform borders." msgstr "" -"9切片的顶行的高度。边距为16意味着9切片的顶角和侧面将有16像素的高度。你可以单" -"独设置所有4个边距值,来创建有非统一边框的面板。" +"9-切片顶行的高度。边距为 16 意味着 9-切片的顶角和侧面将有 16 像素的高度。你可" +"以单独设置所有 4 个边距值,来创建有非统一边框的面板。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46828,9 +47008,9 @@ msgid "" "other properties are relative to this one. If the rect is empty, " "NinePatchRect will use the whole texture." msgstr "" -"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义9-slice应该" -"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空,NinePatchRect" -"将使用整个纹理。" +"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该" +"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空," +"NinePatchRect 将使用整个纹理。" #: doc/classes/NinePatchRect.xml msgid "The node's texture resource." @@ -46844,7 +47024,7 @@ msgstr "当节点的纹理发生变化时触发。" msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." -msgstr "将中间纹理拉伸到9切片矩形。这可能会导致纹理失真。" +msgstr "在 NinePatchRect 上拉伸中心纹理。这可能会导致纹理失真。" #: doc/classes/NinePatchRect.xml msgid "" @@ -46856,7 +47036,7 @@ msgid "" msgstr "" "在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。纹理必须是无缝的," "这样才能在边缘之间不显示伪影的情况下工作。\n" -"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " +"[b]注意:[/b]仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " "[constant AXIS_STRETCH_MODE_STRETCH]。" #: doc/classes/NinePatchRect.xml @@ -46872,7 +47052,7 @@ msgstr "" "在 NinePatchRect 上重复中心纹理,但也会拉伸纹理以确保每个图块都完整可见。这可" "能会导致纹理扭曲,但小于 [constant AXIS_STRETCH_MODE_STRETCH]。纹理必须是无缝" "的,这样才能在边缘之间不显示伪影的情况下工作。\n" -"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " +"[b]注意:[/b]仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " "[constant AXIS_STRETCH_MODE_STRETCH]。" #: doc/classes/Node.xml @@ -46944,8 +47124,8 @@ msgstr "" "节点的直接子节点)的名字唯一。\n" "节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" "使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" -"[b]场景树:[/b] [SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时," -"它将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method " +"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" +"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method " "_enter_tree] 回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method " "_enter_tree] 回调将在其子节点的之前被触发。\n" "一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通" @@ -46954,8 +47134,8 @@ msgstr "" "这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 " "[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method " "_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n" -"[b]处理:[/b] 节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们" -"进行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " +"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进" +"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " "set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/" "i](单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以" "使用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理" @@ -46970,11 +47150,11 @@ msgstr "" "工具时非常有用。\n" "最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将" "释放它的所有子节点。\n" -"[b]分组:[/b] 节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需" -"要来创建类似“敌人”或“收集品”这样的组。参阅 [method add_to_group]、[method " +"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要" +"来创建类似“敌人”或“收集品”这样的组。参阅 [method add_to_group]、[method " "is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所" "有节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" -"[b]节点的网络编程:[/b] 在连接到服务器(或制作服务器,参阅 " +"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,参阅 " "[NetworkedMultiplayerENet])之后,可以使用内置的 RPC(远程过程调用)系统在网" "络上进行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体" "中调用对应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 " @@ -46998,11 +47178,11 @@ msgid "" "Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " "[method Object._notification]." msgstr "" -"当节点进入[SceneTree]时调用(例如实例化时,场景改变时,或者在脚本中调用" -"[method add_child]后)。如果节点有子节点,则首先调用它的[method _enter_tree]回" -"调函数,然后再调用子节点的回调函数。\n" -"对应于[method Object._notification]中的[constant NOTIFICATION_ENTER_TREE]通" -"知。" +"当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 " +"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " +"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n" +"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " +"通知。" #: doc/classes/Node.xml msgid "" @@ -47015,12 +47195,12 @@ msgid "" "the node has already left the active tree, connect to the [signal " "tree_exited]." msgstr "" -"当节点即将离开[SceneTree]时被调用(例如,在释放、场景改变或在脚本中调用" -"[method remove_child]后)。如果该节点有子节点,它的[method _exit_tree]回调将" -"在所有子节点离开树后被最后调用。\n" +"当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 " +"[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调" +"将在所有子节点离开树后被最后调用。\n" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] " "通知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接" -"到 [signal tree_exited] 。" +"到 [signal tree_exited]。" #: doc/classes/Node.xml msgid "" @@ -47030,10 +47210,10 @@ msgid "" "Call [method update_configuration_warning] when the warning needs to be " "updated for this node." msgstr "" -"如果覆盖该方法的脚本是一个[code]tool[/code]脚本,那么从该方法返回的字符串将在" -"Scene Dock中显示为一个警告。\n" +"如果覆盖该方法的脚本是一个 [code]tool[/code] 脚本,那么从该方法返回的字符串将" +"在场景面板中显示为一个警告。\n" "返回一个空字符串不会产生警告。\n" -"当需要更新这个节点的警告时,调用[method update_configuration_warning]。" +"当需要更新这个节点的警告时,调用 [method update_configuration_warning]。" #: doc/classes/Node.xml msgid "" @@ -47272,7 +47452,7 @@ msgid "" "scene tree is not paused, and [code]false[/code] if the node is not in the " "tree." msgstr "" -"如果节点可以在场景树暂停时进行处理,返回 [code]true[/code](见[member " +"如果节点可以在场景树暂停时进行处理,返回 [code]true[/code](见 [member " "pause_mode])。如果场景树没有暂停,总是返回 [code]true[/code],如果节点不在树" "中,则返回 [code]false[/code]。" @@ -47345,13 +47525,13 @@ msgid "" "[method get_node] instead. To avoid using [method find_parent] too often, " "consider caching the node reference into a variable." msgstr "" -"查找当前节点的第一个父节点,其名称与[method String.match]中的[code]mask[/" -"code]相匹配,区分大小写,其[code]\"*\"[/code]匹配零或多个字符,[code]\"?\"[/" -"code]匹配任何单个字符,除了[code]\".\"[/code]。\n" +"查找当前节点的第一个父节点,其名称与 [method String.match] 中的 [code]mask[/" +"code] 相匹配,区分大小写,其 [code]\"*\"[/code] 匹配零或多个字符,[code]\"?" +"\"[/code] 匹配任何单个字符,除了 [code]\".\"[/code]。\n" "[b]注意:[/b]它不是全路径匹配,只与单个节点名称匹配。\n" "[b]注意:[/b]由于这个方法在场景树中向上行走,在大型的、深度嵌套的场景树中可能" -"会很慢。只要有可能,请考虑使用[method get_node]代替。为了避免过于频繁地使用" -"[method find_parent],考虑将节点引用缓存到一个变量中。" +"会很慢。只要有可能,请考虑使用 [method get_node] 代替。为了避免过于频繁地使" +"用 [method find_parent],考虑将节点引用缓存到一个变量中。" #: doc/classes/Node.xml msgid "" @@ -47412,7 +47592,7 @@ msgstr "返回节点的索引,即它在其父节点的兄弟节点中的位置 msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." -msgstr "返回此节点的网络主节点的对等 ID。请参阅 [method set_network_master]。" +msgstr "返回此节点的网络主节点的对等 ID。见 [method set_network_master]。" #: doc/classes/Node.xml msgid "" @@ -47488,13 +47668,15 @@ msgid "" "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" msgstr "" -"获取一个节点及其由[NodePath]子名称指定的资源(例如[code]Area2D/" -"CollisionShape2D:shape[/code])。如果在[NodePath]中指定了多个嵌套资源,则将获" -"取最后一个。\n" -"返回值是一个大小为3的数组:第一个索引指向[Node](或[code]null[/code]),第二个索" -"引指向[Resource](或[code]null[/code]),第三个索引是剩余的[NodePath]。\n" -"例如,假设[code]Area2D/CollisionShape2D[/code]是一个有效的节点,并且它的" -"[code]shape[/code]属性被分配了一个[RectangleShape2D]资源,可以有这样的输出:\n" +"获取一个节点及其由 [NodePath] 子名称指定的资源(例如[code]Area2D/" +"CollisionShape2D:shape[/code])。如果在 [NodePath] 中指定了多个嵌套资源,则将" +"获取最后一个。\n" +"返回值是一个大小为 3 的数组:第一个索引指向 [Node](或 [code]null[/code]),第" +"二个索引指向 [Resource](或 [code]null[/code]),第三个索引是剩余的 " +"[NodePath]。\n" +"例如,假设 [code]Area2D/CollisionShape2D[/code] 是一个有效的节点,并且它的 " +"[code]shape[/code] 属性被分配了一个 [RectangleShape2D] 资源,可以有这样的输" +"出:\n" "[codeblock]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " "[[CollisionShape2D:1161], Null, ]\n" @@ -47531,8 +47713,8 @@ msgid "" "Returns the relative [NodePath] from this node to the specified [code]node[/" "code]. Both nodes must be in the same scene or the function will fail." msgstr "" -"从这个节点返回到指定的[code]node[/code]的相对[NodePath]。两个节点必须在同一个" -"场景中,否则函数将失败。" +"从这个节点返回到指定的 [code]node[/code] 的相对 [NodePath]。两个节点必须在同" +"一个场景中,否则函数将失败。" #: doc/classes/Node.xml msgid "" @@ -47541,17 +47723,17 @@ msgid "" "processing unless the frames per second is changed via [member Engine." "iterations_per_second]." msgstr "" -"返回自上次物理绑定帧以来所经过的秒数(请参阅 [method _physics_process])。在" -"物理处理中,除非通过 [member Engine.iterations_per_second] 来改变每秒的帧数," -"否则始终为常量。" +"返回自上次物理绑定帧以来所经过的秒数(见 [method _physics_process])。在物理" +"处理中,除非通过 [member Engine.iterations_per_second] 来改变每秒的帧数,否则" +"始终为常量。" #: doc/classes/Node.xml msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code]." msgstr "" -"返回场景树分支中节点的顺序。例如,如果在第一个子节点上调用,则位置为[code]0[/" -"code]。" +"返回场景树分支中节点的顺序。例如,如果在第一个子节点上调用,则位置为 " +"[code]0[/code]。" #: doc/classes/Node.xml msgid "" @@ -47564,21 +47746,21 @@ msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" -"如果这是一个实例加载占位符,则返回 [code]true[/code]。看到" +"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 " "[InstancePlaceholder]。" #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." -msgstr "返回包含该节点的[SceneTree]。" +msgstr "返回包含该节点的 [SceneTree]。" #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." -msgstr "返回节点的[Viewport]。" +msgstr "返回节点的 [Viewport]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "如果[NodePath]指向的节点存在,则返回 [code]true[/code]。" +msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -47616,13 +47798,13 @@ msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" -"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和" -"[SceneTree]中的组方法。" +"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 " +"[SceneTree] 中的组方法。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "如果该节点当前在[SceneTree]中,返回 [code]true[/code]。" +msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -47664,54 +47846,54 @@ msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" -"如果启用了物理处理,返回 [code]true[/code](参阅[method " -"set_physics_process])。" +"如果启用了物理处理,返回 [code]true[/code](见 [method " +"set_physics_process])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" -"如果内部物理处理被启用,返回 [code]true[/code](见[method " -"set_physics_process_internal])。" +"如果内部物理处理被启用,返回 [code]true[/code](见 [method " +"set_physics_process_internal])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." -msgstr "如果开启了处理,返回 [code]true[/code](参阅[method set_process])。" +msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" -"如果节点正在处理输入(请参阅 [method set_process_input]),则返回 " -"[code]true[/code]。" +"如果节点正在处理输入,则返回 [code]true[/code](见 [method " +"set_process_input])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" -"如果启用了内部处理,返回 [code]true[/code](参阅[method " -"set_process_internal])。" +"如果启用了内部处理,则返回 [code]true[/code](见 [method " +"set_process_internal])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" -"如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则" -"返回 [code]true[/code]。" +"如果节点正在处理未被处理的输入,则返回 [code]true[/code](见 [method " +"set_process_unhandled_input])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" -"如果节点正在处理未被处理的键输入(参阅[method " -"set_process_unhandled_key_input]),则返回 [code]true[/code]。" +"如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method " +"set_process_unhandled_key_input])。" #: doc/classes/Node.xml msgid "" @@ -47719,8 +47901,8 @@ msgid "" "Since calls, signals, etc are performed by tree order, changing the order of " "children nodes may be useful." msgstr "" -"在其他子节点中将子节点移动到不同的位置(顺序)。由于调用、信号等是按树顺序执行" -"的,因此更改子节点的顺序可能会很有用。" +"在其他子节点中将子节点移动到不同的位置(顺序)。由于调用、信号等是按树顺序执" +"行的,因此更改子节点的顺序可能会很有用。" #: doc/classes/Node.xml msgid "" @@ -47792,10 +47974,11 @@ msgid "" "[code]parent_first[/code] is [code]false[/code], the children will be called " "first." msgstr "" -"在这个节点上使用[code]args[/code]中给出的参数调用给定的方法(如果存在),并递归" -"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为 [code]true[/" -"code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果" -"[code]parent_first[/code]为 [code]false[/code],子节点的方法将首先被调用。" +"在这个节点上使用 [code]args[/code] 中给出的参数调用给定的方法(如果存在),并递" +"归地在其所有子节点身上调用。如果 [code]parent_first[/code] 参数为 " +"[code]true[/code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如" +"果 [code]parent_first[/code] 为 [code]false[/code],子节点的方法将首先被调" +"用。" #: doc/classes/Node.xml msgid "" @@ -47857,8 +48040,8 @@ msgid "" "longer a parent or ancestor." msgstr "" "删除一个子节点。该节点不会被删除,必须手动删除。\n" -"[b]注:[/b]如果该[member owner]不再是父节点或祖先,则该函数可以将被移除节点" -"(或其后代)的[member owner]设置为[code]null[/code]。" +"[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节" +"点(或其后代)的 [member owner] 设置为 [code]null[/code]。" #: doc/classes/Node.xml msgid "" @@ -47892,10 +48075,11 @@ msgid "" "which case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" -"请求再次调用[code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该节" -"点再次被添加到场景树时(见[method _ready])。[code]_ready[/code]只为请求它的" -"节点调用,这意味着如果你想让每个子节点也调用[code]_ready[/code],你需要为它们" -"请求ready(在这种情况下,[code]_ready[/code]的调用顺序与正常情况下相同)。" +"请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该" +"节点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求" +"它的节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要" +"为它们请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相" +"同)。" #: doc/classes/Node.xml msgid "" @@ -47955,8 +48139,8 @@ msgid "" "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" -"将 [code]method[/code] 方法的 RPC 模式改为 [code]mode[/code] 模式。请参阅 " -"[enum MultiplayerAPI.RPCMode]。另一种方法是在方法和属性上加入相应的关键字注解" +"将 [code]method[/code] 方法的 RPC 模式改为 [code]mode[/code] 模式。见 [enum " +"MultiplayerAPI.RPCMode]。另一种方法是在方法和属性上加入相应的关键字注解" "([code]remote[/code]、[code]master[/code]、[code]puppet[/code]、" "[code]remoteesync[/code]、[code]masterync[/code]、[code]puppetsync[/code])。" "默认情况下,方法不暴露于网络(和 RPC)。请参阅 [method rset] 和 [method " @@ -47994,8 +48178,8 @@ msgid "" "applies to this method as well." msgstr "" "在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置," -"见 [method rset_config]。关于方法的RPC,也请参阅 [method rpc],大多数信息也适" -"用于这个方法。" +"见 [method rset_config]。关于方法的 RPC,也请参阅 [method rpc],大多数信息也" +"适用于这个方法。" #: doc/classes/Node.xml msgid "" @@ -48019,14 +48203,14 @@ msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" -"远程改变属性的值在一个指定的peer上[code]peer_id[/code](参阅[method " -"NetworkedMultiplayerPeer.set_target_peer])。" +"远程改变属性的值在一个指定的 peer 上 [code]peer_id[/code](见 [method " +"NetworkedMultiplayerPeer.set_target_peer])。" #: doc/classes/Node.xml msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." -msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。" +msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。" #: doc/classes/Node.xml msgid "" @@ -48034,12 +48218,12 @@ msgid "" "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" -"使用不可靠的协议(参阅[method NetworkedMultiplayerPeer.set_target_peer])远程更" -"改指定对等体[code]peer_id[/code]上的属性值。" +"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])远程" +"更改指定对等体 [code]peer_id[/code] 上的属性值。" #: doc/classes/Node.xml msgid "Sets the folded state of the node in the Scene dock." -msgstr "设置场景dock中节点的折叠状态。" +msgstr "设置场景面板中节点的折叠状态。" #: doc/classes/Node.xml msgid "" @@ -48050,9 +48234,9 @@ msgid "" "defaults to peer ID 1 (the server). If [code]recursive[/code], the given " "peer is recursively set as the master for all children of this node." msgstr "" -"将节点的网络主节点设置为具有给定ID的对等体。网络主节点是对网络上的节点具有权" -"威的对等体。与[code]master[/code]和[code]puppet[/code]关键字一起使用很有用。" -"默认情况下从父节点继承,父节点最终默认为peer ID 1(服务器)。如果" +"将节点的网络主节点设置为具有给定 ID 的对等体。网络主节点是对网络上的节点具有" +"权威的对等体。与 [code]master[/code] 和 [code]puppet[/code] 关键字一起使用很" +"有用。默认情况下从父节点继承,父节点最终默认为 peer ID 1(服务器)。如果 " "[code]recursive[/code],则递归地将给定的对等节点设置为该节点所有子节点的主节" "点。" @@ -48067,10 +48251,10 @@ msgid "" "_ready] will be ignored." msgstr "" "启用或禁用物理处理(即固定帧率)。当一个节点被处理时,它将以一个固定的(通常" -"是60FPS,参阅[member Engine.iterations_per_second]来更改该值)时间间隔收到一" -"个[constant NOTIFICATION_PHYSICS_PROCESS](如果存在,[method " -"_physics_process]回调将被调用)。如果[method _physics_process]被重写,则自动" -"启用。在[method _ready]之前对它的任何调用都将被忽略。" +"是 60 FPS,参阅 [member Engine.iterations_per_second] 来更改该值)时间间隔收" +"到一个 [constant NOTIFICATION_PHYSICS_PROCESS](如果存在,[method " +"_physics_process] 回调将被调用)。如果 [method _physics_process] 被重写,则自" +"动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" #: doc/classes/Node.xml msgid "" @@ -48112,8 +48296,8 @@ msgid "" "Enabled automatically if [method _input] is overridden. Any calls to this " "before [method _ready] will be ignored." msgstr "" -"启用或禁用输入处理。对于GUI控件来说,这不是必需的。如果[method _input]被重" -"写,则自动启用。任何在[method _ready]之前对它的调用都将被忽略。" +"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆" +"盖,则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。" #: doc/classes/Node.xml msgid "" @@ -48151,13 +48335,13 @@ msgid "" "_unhandled_key_input] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" -"启用未处理的按键输入处理。如果[method _unhandled_key_input]被重写,则自动启" -"用。任何在[method _ready]之前对它的调用都将被忽略。" +"启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启" +"用。任何在 [method _ready] 之前对它的调用都将被忽略。" #: doc/classes/Node.xml msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "设置这是否是一个实例加载占位符。参阅[InstancePlaceholder]。" +msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。" #: doc/classes/Node.xml msgid "" @@ -48173,7 +48357,7 @@ msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" -"对默认的[MultiplayerAPI]的重写。设置为[code]null[/code]可以使用默认的" +"对默认的 [MultiplayerAPI] 的重写。设置为 [code]null[/code] 可以使用默认的 " "[SceneTree]。" #: doc/classes/Node.xml @@ -48192,8 +48376,8 @@ msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." msgstr "" -"与该节点相关的[MultiplayerAPI]实例。要么是[member custom_multiplayer],要么是" -"默认的SceneTree(如果在树内)。" +"与该节点相关的 [MultiplayerAPI] 实例。要么是 [member custom_multiplayer],要" +"么是默认的 SceneTree(如果在树内)。" #: doc/classes/Node.xml msgid "" @@ -48277,20 +48461,25 @@ msgstr "" "称设置为唯一名称。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" "在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着" "该子节点一起进入。" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" -"在子节点离开场景树时触发,可以是因为该子节点自行离开,也可以是因为本节点离" -"开。" #: doc/classes/Node.xml msgid "Emitted when the node is ready." @@ -48301,27 +48490,38 @@ msgid "Emitted when the node is renamed." msgstr "在重命名节点时触发。" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." -msgstr "当节点进入树时触发。" +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." +msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." msgstr "在节点退出树之后触发,并且不再处于活动状态。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" "当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也" "可以称之为“析构函数”)。" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." -msgstr "当该节点进入 [SceneTree] 时收到的通知。" +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." +msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +#, fuzzy +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "当该节点即将退出 [SceneTree] 时收到的通知。" #: doc/classes/Node.xml @@ -48330,7 +48530,7 @@ msgstr "当该节点在其父节点中移动时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." -msgstr "当该节点就绪时接收到通知。请参阅 [method _ready]。" +msgstr "当该节点就绪时接收到通知。见 [method _ready]。" #: doc/classes/Node.xml msgid "Notification received when the node is paused." @@ -48361,7 +48561,7 @@ msgid "" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." msgstr "" "当一个节点被设置为另一个节点的子节点时收到该通知。\n" -"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。" +"[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。" #: doc/classes/Node.xml msgid "" @@ -48548,8 +48748,8 @@ msgid "" "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" -"基于[method Node._process]的[code]delta[/code],在节点的X轴上应用一个局部平" -"移。如果[code]scaled[/code]是[code]false[/code],则对运动进行标准化。" +"基于 [method Node._process] 的 [code]delta[/code],在节点的 X 轴上应用一个局" +"部平移。如果 [code]scaled[/code] 是 [code]false[/code],则对运动进行标准化。" #: doc/classes/Node2D.xml msgid "" @@ -48557,8 +48757,8 @@ msgid "" "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" -"基于[method Node._process]的[code]delta[/code],在节点的Y轴上应用一个局部平" -"移。如果[code]scaled[/code]是[code]false[/code],则对运动进行标准化。" +"基于 [method Node._process] 的 [code]delta[/code],在节点的 Y 轴上应用一个局" +"部平移。如果 [code]scaled[/code] 是 [code]false[/code],则对运动进行标准化。" #: doc/classes/Node2D.xml msgid "" @@ -48650,9 +48850,9 @@ msgid "" "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" -"如果 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果" -"这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引" -"将是 2 + 3 = 5。" +"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如" +"果这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索" +"引将是 2 + 3 = 5。" #: doc/classes/Node2D.xml msgid "" @@ -48723,7 +48923,7 @@ msgstr "" "@\"..\" # 父节点。\n" "@\"../C\" # 兄弟节点 C.\n" "# 前导斜杠表示它是来自场景树的绝对路径。\n" -"@\"/root\" # 等价于 get_tree().get_root()。\n" +"@\"/root\" # 相当于 get_tree().get_root()。\n" "@\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n" "@\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n" "[/codeblock]\n" @@ -48770,17 +48970,17 @@ msgstr "" "目标节点路径后加上可选的“子名称”可以指向资源或属性,也可以嵌套。\n" "有效 NodePath 的示例(假设这些节点存在并具有引用的资源或属性):\n" "[codeblock]\n" -"# 指向精灵节点\n" +"# 指向 Sprite 节点\n" "“Path2D/PathFollow2D/Sprite”\n" "# 指向 Sprite 节点及其“纹理”资源。\n" -"# get_node() 将检索“Sprite”,而 get_node_and_resource()\n" -"# 将同时检索 Sprite 节点和“纹理”资源。\n" +"# get_node() 将获取“Sprite”,而 get_node_and_resource()\n" +"# 将同时获取 Sprite 节点及其“texture”资源。\n" "“Path2D/PathFollow2D/Sprite:texture”\n" -"# 指向 Sprite 节点及其“位置”属性。\n" +"# 指向 Sprite 节点及其“position”属性。\n" "\"Path2D/PathFollow2D/Sprite:position\"\n" "# 指向 Sprite 节点及其“position”属性的“x”组件。\n" "\"Path2D/PathFollow2D/Sprite:position:x\"\n" -"# 绝对路径(来自“root”)\n" +"# 绝对路径(以“root”开头)\n" "“/root/Level/Path2D”\n" "[/codeblock]" @@ -48939,8 +49139,8 @@ msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" -"如果 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹" -"凸贴图。" +"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为" +"凹凸贴图。" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" @@ -48976,7 +49176,7 @@ msgid "" "seamless noise." msgstr "" "纹理是否可以平铺而没有可见的接缝。生成无缝纹理需要更长的时间。\n" -"[b]注:[/b] 与非无缝噪声相比,无缝噪声具有较低的对比度。这是由于噪声使用更高" +"[b]注意:[/b]与非无缝噪声相比,无缝噪声具有较低的对比度。这是由于噪声使用更高" "维度来生成无缝噪声的方式。" #: modules/opensimplex/doc_classes/NoiseTexture.xml @@ -49029,9 +49229,9 @@ msgstr "" "的 [code]new Object[/code] 或 VisualScript 中的“构造对象”节点。\n" "对象不管理内存。如果类继承自 Object,则必须手动删除它的实例。为此,请从您的脚" "本中调用 [method free] 方法或从 C++ 中删除该实例。\n" -"一些继承 Object 的类添加了内存管理。 [Reference] 就是这种情况,它对引用进行计" -"数,并在不再被引用时自动删除自己。 [Node] 是另一种基本类型,在从内存中释放时" -"删除其所有子节点。\n" +"一些继承 Object 的类添加了内存管理。[Reference] 就是这种情况,它对引用进行计" +"数,并在不再被引用时自动删除自己。[Node] 是另一种基本类型,在从内存中释放时删" +"除其所有子节点。\n" "对象导出属性,这些属性主要用于存储和编辑,但在编程中并不是那么有用。属性在 " "[method _get_property_list] 中导出并在 [method _get] 和 [method _set] 中处" "理。然而,脚本语言和 C++ 有更简单的方法来导出它们。\n" @@ -49186,14 +49386,14 @@ msgid "" "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" -"在空闲时间调用对象上的[code]method[/code]。这个方法支持可变数量的参数,所以参" -"数是以逗号分隔的列表形式传递。下面是个例子:\n" +"在空闲时间调用对象上的 [code]method[/code]。这个方法支持可变数量的参数,所以" +"参数是以逗号分隔的列表形式传递。下面是个例子:\n" "[codeblock]\n" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" -"[b]注意:[/b]在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为" -"snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约定" -"(通常是PascalCase)。" +"[b]注意:[/b]在 C# 中,如果方法名称是由内置的 Godot 节点定义的,必须指定为 " +"snake_case。这不适用于用户定义的方法,在那里你应该使用与 C# 源代码中相同的约" +"定(通常是 PascalCase)。" #: doc/classes/Object.xml msgid "" @@ -49204,8 +49404,8 @@ msgid "" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" msgstr "" -"在对象上调用[code]method[/code]并返回结果。与[method call]相反,这个方法不支" -"持可变数量的参数,而是期望所有的参数都通过一个[Array]。\n" +"在对象上调用 [code]method[/code] 并返回结果。与 [method call] 相反,这个方法" +"不支持可变数量的参数,而是期望所有的参数都通过一个 [Array]。\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" @@ -49215,8 +49415,8 @@ msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" -"如果该对象可以翻译字符串,则返回 [code]true[/code]。参阅[method " -"set_message_translation]和[method tr]。" +"如果该对象可以翻译字符串,则返回 [code]true[/code]。见 [method " +"set_message_translation] 和 [method tr]。" #: doc/classes/Object.xml msgid "" @@ -49429,8 +49629,8 @@ msgstr "" "将该对象的属性列表作为 [Array] 返回,元素为字典。\n" "每个属性的 [Dictionary] 至少包含 [code]name: String[/code] 和 [code]type: " "int[/code](见 [enum Variant.Type])条目。另外,它还可以包括 [code]hint: " -"int[/code](见[enum PropertyHint])、[code]hint_string: String[/code],以及" -"[code]usage: int[/code](见[enum PropertyUsageFlags])。" +"int[/code](见 [enum PropertyHint])、[code]hint_string: String[/code],以及 " +"[code]usage: int[/code](见 [enum PropertyUsageFlags])。" #: doc/classes/Object.xml msgid "" @@ -49487,9 +49687,9 @@ msgid "" msgstr "" "如果对象从给定的 [code]class[/code] 中继承,则返回 [code]true[/code]。另请参" "阅 [method get_class]。\n" -"[b]注:[/b] [method is_class] 没有考虑 [code]class_name[/code] 声明。如果对象" -"有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 " -"[code]false[/code] 。" +"[b]注意:[/b][method is_class] 没有考虑 [code]class_name[/code] 声明。如果对" +"象有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 " +"[code]false[/code]。" #: doc/classes/Object.xml msgid "" @@ -49535,7 +49735,7 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." -msgstr "从对象的元数据中删除给定条目。另见 [method set_meta]。" +msgstr "从对象的元数据中删除给定条目。另请参阅 [method set_meta]。" #: doc/classes/Object.xml msgid "" @@ -49596,7 +49796,7 @@ msgstr "" msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." -msgstr "定义对象是否可以转换字符串(通过调用[method tr])。默认启用。" +msgstr "定义对象是否可以转换字符串(通过调用 [method tr])。默认启用。" #: doc/classes/Object.xml msgid "" @@ -49686,7 +49886,7 @@ msgstr "" #: doc/classes/Occluder.xml msgid "Allows [OccluderShape]s to be used for occlusion culling." -msgstr "允许使用[OccluderShape]来进行遮挡剔除。" +msgstr "允许使用 [OccluderShape] 来进行遮挡剔除。" #: doc/classes/Occluder.xml msgid "" @@ -49727,13 +49927,13 @@ msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "Defines a 2D polygon for LightOccluder2D." -msgstr "为LightOccluder2D定义一个2D多边形。" +msgstr "为 LightOccluder2D 定义一个 2D 多边形。" #: doc/classes/OccluderPolygon2D.xml msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." -msgstr "编辑工具,帮助你绘制一个2D多边形用作资源[LightOccluder2D]。" +msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。" #: doc/classes/OccluderPolygon2D.xml msgid "" @@ -49741,7 +49941,7 @@ msgid "" "occludes the light coming from any direction. An opened OccluderPolygon2D " "occludes the light only at its outline's direction." msgstr "" -"如果[code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的" +"如果为 [code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的" "光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。" #: doc/classes/OccluderPolygon2D.xml @@ -49754,28 +49954,28 @@ msgid "" "[b]Note:[/b] The returned value is a copy of the underlying array, rather " "than a reference." msgstr "" -"带有多边形顶点位置索引的[Vector2]数组。\n" +"带有多边形顶点位置索引的 [Vector2] 数组。\n" "[b]注意:[/b]返回值是基础数组的副本,而不是引用。" #: doc/classes/OccluderPolygon2D.xml msgid "Culling is disabled. See [member cull_mode]." -msgstr "禁用剔除。参阅[member cull_mode]。" +msgstr "禁用剔除。见 [member cull_mode]。" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." -msgstr "按顺时针方向进行剔除。见[member cull_mode]。" +msgstr "按顺时针方向进行剔除。见 [member cull_mode]。" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." -msgstr "按逆时针方向进行剔除。参阅[member cull_mode]。" +msgstr "按逆时针方向进行剔除。见 [member cull_mode]。" #: doc/classes/OccluderShape.xml msgid "" "Base class for shapes used for occlusion culling by the [Occluder] node." -msgstr "用于[Occluder]节点进行遮挡剔除的形状的基类。" +msgstr "用于 [Occluder] 节点进行遮挡剔除的形状的基类。" #: doc/classes/OccluderShape.xml msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]." @@ -49905,31 +50105,32 @@ msgid "" "[member omni_attenuation] in use, the light will never reach anything " "outside this radius." msgstr "" -"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的[member " -"omni_attenuation]。无论使用何种[member omni_attenuation],光线都不会到达这个" +"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member " +"omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个" "半径以外的地方。" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." -msgstr "参阅[enum ShadowDetail]。" +msgstr "见 [enum ShadowDetail]。" #: doc/classes/OmniLight.xml msgid "See [enum ShadowMode]." -msgstr "参阅[enum ShadowMode]。" +msgstr "见 [enum ShadowMode]。" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" -"阴影被渲染到一个双抛物面纹理。比[constant SHADOW_CUBE]更快,但质量较差。" +"阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" -"阴影被渲染成一个cubemap。比[constant SHADOW_DUAL_PARABOLOID]慢,但质量更高。" +"阴影被渲染成一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更" +"高。" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." @@ -49941,7 +50142,7 @@ msgstr "在计算阴影时,在水平方向上使用更多的细节。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." -msgstr "基于Open Simplex的噪声发生器。" +msgstr "基于 Open Simplex 的噪声发生器。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" @@ -49965,17 +50166,17 @@ msgid "" "[/codeblock]" msgstr "" "这个资源允许你配置和采样一个分形噪声空间。下面是一个简短的使用例子,它配置了" -"一个OpenSimplexNoise,并在不同的位置和维度上得到采样。\n" +"一个 OpenSimplexNoise,并在不同的位置和维度上得到采样。\n" "[codeblock]\n" "var noise = OpenSimplexNoise.new()\n" "\n" -"# Configure\n" +"# 配置\n" "noise.seed = randi()\n" "noise.octaves = 4\n" "noise.period = 20.0\n" "noise.persistence = 0.8\n" "\n" -"# Sample\n" +"# 采样\n" "print(\"Values:\")\n" "print(noise.get_noise_2d(1.0, 1.0))\n" "print(noise.get_noise_3d(0.5, 3.0, 15.0))\n" @@ -49990,9 +50191,9 @@ msgid "" "value is used as the coordinates of the top-left corner of the generated " "noise." msgstr "" -"根据当前的噪声参数,生成一个[constant Image.FORMAT_L8]格式的噪声图像,需要指" -"定其[code]width[/code] 和 [code]height[/code]。如果指定了[code]noise_offset[/" -"code],那么偏移值将作为生成的噪声左上角的坐标。" +"根据当前的噪声参数,生成一个 [constant Image.FORMAT_L8] 格式的噪声图像,需要" +"指定其 [code]width[/code] 和 [code]height[/code]。如果指定了 " +"[code]noise_offset[/code],那么偏移值将作为生成的噪声左上角的坐标。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" @@ -50000,21 +50201,21 @@ msgid "" "[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/" "code] with fixed y-coordinate value 0.0." msgstr "" -"返回给定x坐标处的一维噪声值[code][-1,1][/code]。\n" -"[b]注意:[/b]这个方法实际上返回的是固定Y坐标值为0.0的二维噪声值[code][-1,1][/" -"code]。" +"返回给定 x 坐标处的 1D 噪声值 [code][-1,1][/code]。\n" +"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的二维噪声值 [code]" +"[-1,1][/code]。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." -msgstr "返回给定位置的2D噪声值[code][-1,1][/code]。" +msgstr "返回在给定位置的 2D 噪声值 [code][-1,1][/code]。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." -msgstr "返回在给定位置的3D噪声值[code][-1,1][/code]。" +msgstr "返回在给定位置的 3D 噪声值 [code][-1,1][/code]。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." -msgstr "返回指定位置的4D噪声值[code][-1,1][/code]。" +msgstr "返回在给定位置的 4D 噪声值 [code][-1,1][/code]。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" @@ -50041,16 +50242,16 @@ msgid "" "generate.\n" "[b]Note:[/b] The maximum allowed value is 9." msgstr "" -"采样得到分形噪声的OpenSimplex噪声层数。更高的值导致更详细的噪声,但需要更多的" -"时间来生成。\n" -"[b]备注:[/b]最大值为9。" +"采样得到分形噪声的 OpenSimplex 噪声层数。更高的值导致更详细的噪声,但需要更多" +"的时间来生成。\n" +"[b]备注:[/b]最大值为 9。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Period of the base octave. A lower period results in a higher-frequency " "noise (more value changes across the same distance)." msgstr "" -"基本八度的周期。较低的周期会导致更高频率的噪声(在相同距离上的值变化更多)。" +"基本八度的周期。较低的周期会导致更高频率的噪声(在相同距离上的值变化更多)。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" @@ -50116,15 +50317,15 @@ msgstr "清除[OptionButton]中的所有项目。" #: doc/classes/OptionButton.xml msgid "Returns the amount of items in the OptionButton, including separators." -msgstr "返回OptionButton中的项目数量,包括分隔符。" +msgstr "返回 OptionButton 中的项目数量,包括分隔符。" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the icon of the item at index [code]idx[/code]." -msgstr "返回索引[code]idx[/code]处项目的图标。" +msgstr "返回索引 [code]idx[/code] 处项目的图标。" #: doc/classes/OptionButton.xml msgid "Returns the ID of the item at index [code]idx[/code]." -msgstr "返回索引[code]idx[/code]处项目的ID。" +msgstr "返回索引 [code]idx[/code] 处项目的 ID。" #: doc/classes/OptionButton.xml msgid "Returns the index of the item with the given [code]id[/code]." @@ -50156,16 +50357,17 @@ msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1 msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." -msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设置项的元数据。" +msgstr "" +"获取选定项的元数据。可以使用 [method set_item_metadata] 设置项的元数据。" #: doc/classes/OptionButton.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." -msgstr "如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。" +msgstr "如果索引 [code]idx[/code] 项被禁用,返回 [code]true[/code]。" #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." -msgstr "移除索引[code]idx[/code]处的项目。" +msgstr "移除索引 [code]idx[/code] 处的项目。" #: doc/classes/OptionButton.xml msgid "" @@ -50234,11 +50436,11 @@ msgstr "当用户更改当前项时触发。所选项目的索引作为参数传 #: doc/classes/OptionButton.xml msgid "Default text [Color] of the [OptionButton]." -msgstr "[OptionButton]的默认文本[Color]。" +msgstr "[OptionButton] 的默认文本 [Color]。" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is disabled." -msgstr "当[OptionButton]被禁用时使用的文本[Color]。" +msgstr "当 [OptionButton] 被禁用时使用的文本 [Color]。" #: doc/classes/OptionButton.xml msgid "" @@ -50246,16 +50448,16 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当[OptionButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、" -"悬停和按下状态优先于这个颜色。" +"当 [OptionButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" +"用、悬停和按下状态优先于这个颜色。" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being hovered." -msgstr "当鼠标悬停[OptionButton]时使用的文本[Color]。" +msgstr "当鼠标悬停 [OptionButton] 时使用的文本 [Color]。" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being pressed." -msgstr "当[OptionButton]被按下时使用的文本[Color]。" +msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。" #: doc/classes/OptionButton.xml msgid "" @@ -50264,11 +50466,11 @@ msgstr "箭头图标和按钮的右边缘之间的水平空间。" #: doc/classes/OptionButton.xml msgid "The horizontal space between [OptionButton]'s icon and text." -msgstr "[OptionButton]图标与文本之间的水平间距。" +msgstr "[OptionButton] 图标与文本之间的水平间距。" #: doc/classes/OptionButton.xml msgid "[Font] of the [OptionButton]'s text." -msgstr "[OptionButton]的文本的[Font]。" +msgstr "[OptionButton] 的文本的 [Font]。" #: doc/classes/OptionButton.xml msgid "The arrow icon to be drawn on the right end of the button." @@ -50276,7 +50478,7 @@ msgstr "要绘制在按钮右侧的箭头图标。" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is disabled." -msgstr "当[OptionButton]被禁用时使用的[StyleBox]。" +msgstr "当 [OptionButton] 被禁用时使用的 [StyleBox]。" #: doc/classes/OptionButton.xml msgid "" @@ -50284,20 +50486,20 @@ msgid "" "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" -"当[OptionButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使" -"用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" +"当 [OptionButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox] 上,所" +"以使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being hovered." -msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。" +msgstr "当 [OptionButton] 被鼠标悬停时使用的 [StyleBox]。" #: doc/classes/OptionButton.xml msgid "Default [StyleBox] for the [OptionButton]." -msgstr "[OptionButton]的默认[StyleBox]。" +msgstr "[OptionButton] 的默认 [StyleBox]。" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being pressed." -msgstr "当按下[OptionButton]时使用的[StyleBox]。" +msgstr "当按下 [OptionButton] 时使用的 [StyleBox]。" #: doc/classes/OS.xml msgid "Operating System functions." @@ -50310,8 +50512,8 @@ msgid "" "driver, date and time, timers, environment variables, execution of binaries, " "command line, etc." msgstr "" -"操作系统的功能。OS 包装了与主机操作系统通信的最常见功能,如剪贴板、视频驱动程" -"序、日期和时间、计时器、环境变量、二进制文件的执行、命令行等。" +"操作系统的功能。OS 封装了与主机操作系统通信的最常见功能,如剪贴板、视频驱动、" +"日期和时间、计时器、环境变量、二进制文件的执行、命令行等。" #: doc/classes/OS.xml msgid "" @@ -50339,8 +50541,8 @@ msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"关闭系统MIDI驱动程序。\n" -"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。" +"关闭系统 MIDI 驱动程序。\n" +"[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -50374,18 +50576,18 @@ msgid "" "the project if it is currently running (since the project is an independent " "child process)." msgstr "" -"将当前线程的执行延迟 [code]msec[/code] 毫秒。 [code]msec[/code] 必须大于或等" -"于 [code]0[/code]。否则, [method delay_msec] 将不执行任何操作并打印错误消" +"将当前线程的执行延迟 [code]msec[/code] 毫秒。[code]msec[/code] 必须大于或等" +"于 [code]0[/code]。否则,[method delay_msec] 将不执行任何操作并打印错误消" "息。\n" -"[b]注:[/b] [method delay_msec]是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" -"塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " +"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" +"阻塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " "SceneTree.create_timer] 生成将延迟位于 [code]yield[/code] 下方的代码的执行," "而不会影响项目的其余部分(或编辑器,例如 [EditorPlugin] 和 " "[EditorScript])。\n" -"[b]注意:[/b]当在主线程上调用[method delay_msec]时,它会冻结项目并阻止它重新" -"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] " -"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因" -"为项目是一个独立的子进程)。" +"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它会冻结项目并阻止它重" +"新绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 " +"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" +"运行的项目(因为项目是一个独立的子进程)。" #: doc/classes/OS.xml msgid "" @@ -50406,26 +50608,26 @@ msgid "" "the project if it is currently running (since the project is an independent " "child process)." msgstr "" -"将当前线程的执行延迟 [code]usec[/code] 微秒。 [code]usec[/code] 必须大于或等" -"于 [code]0[/code]。否则, [method delay_usec] 将什么也不做,并会打印错误消" +"将当前线程的执行延迟 [code]usec[/code] 微秒。[code]usec[/code] 必须大于或等" +"于 [code]0[/code]。否则,[method delay_usec] 将什么也不做,并会打印错误消" "息。\n" -"[b]注:[/b] [method delay_usec]是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" -"塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " +"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" +"阻塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " "SceneTree.create_timer] 生成将延迟位于 [code]yield[/code] 下方的代码的执行," "而不会影响项目的其余部分(或编辑器,例如 [EditorPlugin] 和 " "[EditorScript])。\n" -"[b]注意:[/b]当在主线程上调用[method delay_usec]时,它会冻结项目并阻止它重绘" -"和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] 或 " -"[EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为项" -"目是一个独立的子进程)。" +"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它会冻结项目并阻止它重" +"绘和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] " +"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因" +"为项目是一个独立的子进程)。" #: doc/classes/OS.xml msgid "" "Dumps the memory allocation ringlist to a file (only works in debug).\n" "Entry format per line: \"Address - Size - Description\"." msgstr "" -"将内存分配ringlist转储到一个文件(仅在调试中工作)。\n" -"每行输入格式:“地址-大小-描述”。" +"将内存分配 ringlist 转储到一个文件(仅在调试时可用)。\n" +"每行条目格式:“地址 - 大小 - 描述”。" #: doc/classes/OS.xml msgid "" @@ -50433,8 +50635,8 @@ msgid "" "Entry format per line: \"Resource Type : Resource Location\".\n" "At the end of the file is a statistic of all used Resource Types." msgstr "" -"将所有使用的资源转储到文件中(仅在调试中有效)。\n" -"每行输入格式:“资源类型:资源位置”。\n" +"将所有使用的资源转储到文件中(仅在调试中有效)。\n" +"每行输入格式:“资源类型:资源位置”。\n" "在文件的末尾是所有已使用资源类型的统计数据。" #: doc/classes/OS.xml @@ -50566,6 +50768,7 @@ msgstr "" "径。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the command-line arguments passed to the engine.\n" "Command-line arguments can be written in any form, including both [code]--" @@ -50584,6 +50787,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" "返回传递给引擎的命令行参数。\n" @@ -50733,8 +50940,8 @@ msgid "" "been granted to the Android application.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" -"通过这个函数,你可以获得已经授予Android应用程序的危险权限列表。\n" -"[b]注意:[/b]这个方法在Android上实现。" +"通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n" +"[b]注意:[/b]这个方法在 Android 上实现。" #: doc/classes/OS.xml msgid "" @@ -50747,7 +50954,7 @@ msgstr "" "返回相对于组合字符串中的字符的 IME 光标位置(字符串的当前编辑部分)。\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] 被发送到应用程序以通知它 IME " "光标位置的变化。\n" -"[b]注:[/b]此方法在macOS上实现。" +"[b]注意:[/b]此方法在 macOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -50759,7 +50966,7 @@ msgstr "" "返回 IME 中间组合字符串。\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] 被发送到应用程序以通知它对 " "IME 组合字符串的更改。\n" -"[b]注:[/b]此方法在macOS上实现。" +"[b]注意:[/b]此方法在 macOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -50771,7 +50978,7 @@ msgid "" "[code]\"QWERTY\"[/code] on unsupported platforms." msgstr "" "将当前拉丁键盘变体作为字符串返回。\n" -"可能的返回值是: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/code], " +"可能的返回值是:[code]\"QWERTY\"[/code],[code]\"AZERTY\"[/code]," "[code]\"QZERTY\"[/code],[code]\"DVORAK\"[/code],[code]\"NEO\"[/code]," "[code]\"COLEMAK\"[/code]或[code]\"错误ERROR\"[/code]。\n" "[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返回 " @@ -50803,8 +51010,8 @@ msgstr "" "ISO_15924]文字代码 [/url],首字母大写。\n" "[code]COUNTRY[/code] - 可选,2 个或 3 个字母 [url=https://en.wikipedia.org/" "wiki/ISO_3166-1]国家地区代码[/url],大写。\n" -"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。 变体可以有任意数量的" -"带下划线的关键字。\n" +"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带" +"下划线的关键字。\n" "[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编" "号系统信息。" @@ -50819,8 +51026,8 @@ msgid "" "about country code or variants. For example, for a French Canadian user with " "[code]fr_CA[/code] locale, this would return [code]fr[/code]." msgstr "" -"将主机操作系统区域设置的 2 或 3 个字母 [url=https://en.wikipedia.org/wiki/" -"List_of_ISO_639-1_codes]语言代码[/url] 作为字符串返回,该字符串应在所有平台上" +"将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/" +"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上" "保持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部" "分。\n" "当您不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字" @@ -50853,10 +51060,9 @@ msgid "" "[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], " "[code]\"X11\"[/code]." msgstr "" -"返回主机操作系统的名称。可能的值有: [code]\"Android\"[/code], " -"[code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], " -"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], " -"[code]\"X11\"[/code]." +"返回主机操作系统的名称。可能的值有:[code]\"Android\"[/code], [code]\"iOS\"[/" +"code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], [code]\"Server\"[/" +"code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], [code]\"X11\"[/code]." #: doc/classes/OS.xml msgid "" @@ -50864,8 +51070,8 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will " "soon be supported)." msgstr "" -"返回内部结构指针,以便在GDNative插件中使用。\n" -"[b]注意:[/b]此方法在Linux和Windows上实现(其他操作系统将很快被支持)。" +"返回内部结构指针,以便在 GDNative 插件中使用。\n" +"[b]注意:[/b]这个方法在 Linux 和 Windows 上实现(其他操作系统将很快被支持)。" #: doc/classes/OS.xml msgid "" @@ -50875,7 +51081,7 @@ msgid "" msgstr "" "以百分比形式返回设备中剩余的电池电量。如果电源状态未知,则返回 [code]-1[/" "code]。\n" -"[b]注意:[/b]该方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -50885,7 +51091,7 @@ msgid "" msgstr "" "返回设备耗尽电池前几秒钟内剩余时间的估计值。如果电源状态未知,则返回 " "[code]-1[/code]。\n" -"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -50893,8 +51099,8 @@ msgid "" "[enum PowerState] constants.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"返回设备关于电池和电源的当前状态。请参阅 [enum PowerState] 常量。\n" -"[b]注意:[/b]该方法在Linux、macOS和Windows上实现。" +"返回设备关于电池和电源的当前状态。见 [enum PowerState] 常量。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -50903,7 +51109,7 @@ msgid "" "Windows." msgstr "" "返回项目的进程 ID。\n" -"[b]注意:[/b]此方法在Android、iOS、Linux、macOS和Windows上实现。" +"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -50990,8 +51196,8 @@ msgid "" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "返回最大的屏幕的缩放。\n" -"[b]注:[/b] 在macOS上,如果系统中至少有一个hiDPI(Retina)屏幕,则返回值为" -"[code]2.0[/code],其他情况为[code]1.0[/code]。\n" +"[b]注意:[/b]在 macOS 上,如果系统中至少有一个 hiDPI(Retina)屏幕,则返回值" +"为 [code]2.0[/code],其他情况为 [code]1.0[/code]。\n" "[b]注意:[/b]此方法仅在macOS上实现。" #: doc/classes/OS.xml @@ -51118,7 +51324,7 @@ msgid "" "application restarts." msgstr "" "返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" -"[b]注:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +"[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" #: doc/classes/OS.xml msgid "" @@ -51147,7 +51353,7 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." -msgstr "以字典形式返回当前时区,键为:bias和name。" +msgstr "以字典形式返回当前时区,键为:bias 和 name。" #: doc/classes/OS.xml msgid "" @@ -51179,8 +51385,8 @@ msgid "" "decrease)." msgstr "" "以秒为单位返回当前的 UNIX 纪元时间戳。\n" -"[b]重要:[/b] 这是用户可以手动设置的系统时钟。 [b]永远不要使用[/b]这种方法进" -"行精确的时间计算,因为它的结果也会受到操作系统的自动调整。 [b]始终使用[/b] " +"[b]重要:[/b]这是用户可以手动设置的系统时钟。[b]永远不要使用[/b]这种方法进行" +"精确的时间计算,因为它的结果也会受到操作系统的自动调整。[b]始终使用[/b] " "[method get_ticks_usec] 或 [method get_ticks_msec] 进行精确时间计算,因为它们" "保证是单调的(即永不减少)。" @@ -51275,7 +51481,7 @@ msgid "" msgstr "" "将带有文本“标签”的新项目添加到全局菜单。使用“_dock”菜单将项目添加到 macOS 停" "靠栏图标菜单。\n" -"[b]注:[/b]此方法在macOS上实现。" +"[b]注意:[/b]此方法在 macOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51478,7 +51684,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置活动键盘布局。\n" -"[b]注:[/b]此方法可在Linux、macOS和Windows上实现。" +"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51533,7 +51739,7 @@ msgid "" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "如果本地视频正在播放,返回 [code]true[/code]。\n" -"[b]注意:[/b]这个方法只在iOS上实现。" +"[b]注意:[/b]这个方法只在 iOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51541,7 +51747,7 @@ msgid "" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "暂停本地视频播放。\n" -"[b]注意:[/b]这个方法只在iOS上实现。" +"[b]注意:[/b]这个方法只在 iOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51550,7 +51756,7 @@ msgid "" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "以给定的音量、音频和字幕轨道播放来自指定路径的本地视频。\n" -"[b]注意:[/b]这个方法只在iOS上实现。" +"[b]注意:[/b]这个方法只在 iOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51558,7 +51764,7 @@ msgid "" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "停止本地视频播放。\n" -"[b]注意:[/b]这个方法在iOS上实现。" +"[b]注意:[/b]这个方法在 iOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51566,7 +51772,7 @@ msgid "" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "恢复本地视频播放。\n" -"[b]注意:[/b]这个方法在iOS上实现。" +"[b]注意:[/b]这个方法在 iOS 上实现。" #: doc/classes/OS.xml msgid "" @@ -51821,7 +52027,7 @@ msgid "" "each frame, and attempts to compensate for random variation. This will only " "operate on systems where V-Sync is active." msgstr "" -"如果 [code]true[/code],引擎会过滤每帧之间测量的时间增量,并尝试补偿随机变" +"如果为 [code]true[/code],引擎会过滤每帧之间测量的时间增量,并尝试补偿随机变" "化。这只会在垂直同步处于活动状态的系统上运行。" #: doc/classes/OS.xml @@ -51908,8 +52114,8 @@ msgid "" "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n" "[b]Note:[/b] This property is only implemented on Windows." msgstr "" -"为 [code]true[/code] 时,如果 [code]vsync_enabled[/code] 为真,当操作系统的窗" -"口合成器被启用并且游戏处于窗口模式时,将使用该合成器进行垂直同步。\n" +"如果为 [code]true[/code] 且 [code]vsync_enabled[/code] 为真,当操作系统的窗口" +"合成器被启用并且游戏处于窗口模式时,将使用该合成器进行垂直同步。\n" "[b]注意:[/b]此选项是实验性的,旨在缓解某些用户遇到的卡顿。但是,一些用户在使" "用时遇到了 Vsync 帧率减半,例如从 60 FPS 到 30 FPS。\n" "[b]注意:[/b]此属性仅在 Windows 上实现。" @@ -52117,10 +52323,10 @@ msgid "" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" -"OpenGL上下文:\n" +"OpenGL 上下文:\n" "- Windows:[code]HGLRC[/code]\n" "- Linux:[code]X11::GLXContext[/code]\n" -"- MacOS:[code]NSOpenGLContext*[/code] (尚未实现)" +"- MacOS:[code]NSOpenGLContext*[/code](尚未实现)" #: doc/classes/OS.xml msgid "Landscape screen orientation." @@ -52208,7 +52414,7 @@ msgstr "[PackedDataContainer] 的引用版本。" #: doc/classes/PackedScene.xml msgid "An abstraction of a serialized scene." -msgstr "一个序列化场景的抽象。" +msgstr "对序列化场景的抽象。" #: doc/classes/PackedScene.xml msgid "" @@ -52390,9 +52596,9 @@ msgid "" "without having to encode data as low-level bytes or having to worry about " "network ordering." msgstr "" -"PacketPeer是基于数据包的协议(如UDP)的抽象和基类。它提供了一个API,用于发送" -"和接收作为原始数据或变量的数据包。这使得通过协议传输数据变得很容易,而不必将" -"数据编码为低级字节或担心网络顺序。" +"PacketPeer 是基于数据包的协议(如 UDP)的抽象和基类。它提供了一个 API,用于发" +"送和接收作为原始数据或变量的数据包。这使得通过协议传输数据变得很容易,而不必" +"将数据编码为低级字节或担心网络顺序。" #: doc/classes/PacketPeer.xml msgid "Returns the number of packets currently available in the ring-buffer." @@ -52407,7 +52613,8 @@ msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" -"返回最后接收的数据包的错误状态(通过[method get_packet]和[method get_var])。" +"返回最后接收的数据包的错误状态(通过 [method get_packet] 和 [method " +"get_var])。" #: doc/classes/PacketPeer.xml msgid "" @@ -52417,8 +52624,8 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"获取一个变量。如果[code]allow_objects[/code] 或 [member " -"allow_object_decoding]为 [code]true[/code],则允许对对象进行解码。\n" +"获取一个变量。如果 [code]allow_objects[/code] 或 [member " +"allow_object_decoding] 为 [code]true[/code],则允许对对象进行解码。\n" "[b]警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的源," "请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。" @@ -52432,8 +52639,8 @@ msgid "" "allow_object_decoding]) is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" -"将[Variant]作为数据包发送。如果[code]full_objects[/code] 或 [member " -"allow_object_decoding]为 [code]true[/code],则允许对对象进行编码(并且可能包" +"将 [Variant] 作为数据包发送。如果 [code]full_objects[/code] 或 [member " +"allow_object_decoding] 为 [code]true[/code],则允许对对象进行编码(并且可能包" "含代码)。" #: doc/classes/PacketPeer.xml @@ -52448,7 +52655,7 @@ msgid "" msgstr "" "[i]已废弃。[/i] 你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数" "来代替它。\n" -"如果[code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解" +"如果为 [code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解" "码。\n" "[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" "任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" @@ -52463,14 +52670,15 @@ msgid "" "[code]encode_buffer_max_size[/code], the method will error out with " "[constant ERR_OUT_OF_MEMORY]." msgstr "" -"编码[Variant]时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n" -"[method put_var]方法在堆栈上分配内存,使用的缓冲区将自动增长到最接近的二次" -"方,以匹配[Variant]的大小。如果[Variant]大于 [code]encode_buffer_max_size[/" -"code],则该方法将以[constant ERR_OUT_OF_MEMORY]出错。" +"编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n" +"[method put_var] 方法在堆栈上分配内存,使用的缓冲区将自动增长到最接近的二次" +"方,以匹配 [Variant] 的大小。如果 [Variant] 大于 " +"[code]encode_buffer_max_size[/code],则该方法将以 [constant " +"ERR_OUT_OF_MEMORY] 出错。" #: doc/classes/PacketPeerDTLS.xml msgid "DTLS packet peer." -msgstr "DTLS数据包客户端。" +msgstr "DTLS 数据包客户端。" #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -52497,19 +52705,19 @@ msgid "" "argument. You can specify a custom [X509Certificate] to use for validation " "via the [code]valid_certificate[/code] argument." msgstr "" -"使用必须连接的底层[PacketPeerUDP](见[method PacketPeerUDP.connect_to_host])" -"连接一个[code]peer[/code],开始DTLS握手过程。如果[code]validate_certs[/code]" -"是[code]true[/code],[PacketPeerDTLS]将验证远程对等体提交的证书并与" -"[code]for_hostname[/code]参数匹配。你可以通过[code]valid_certificate[/code]参" -"数指定一个自定义的[X509Certificate]来进行验证。" +"使用必须连接的底层 [PacketPeerUDP](见 [method PacketPeerUDP." +"connect_to_host])连接一个 [code]peer[/code],开始 DTLS 握手过程。如果 " +"[code]validate_certs[/code] 为 [code]true[/code],[PacketPeerDTLS] 将验证远程" +"对等体提交的证书并与 [code]for_hostname[/code] 参数匹配。你可以通过 " +"[code]valid_certificate[/code] 参数指定用于验证的自定义 [X509Certificate]。" #: doc/classes/PacketPeerDTLS.xml msgid "Disconnects this peer, terminating the DTLS session." -msgstr "断开此对等体的连接,终止DTLS会话。" +msgstr "断开此对等体的连接,终止 DTLS 会话。" #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." -msgstr "返回连接的状态。有关值,请参阅[enum Status]。" +msgstr "返回连接的状态。取值见 [enum Status]。" #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -52520,13 +52728,13 @@ msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] that is disconnected." -msgstr "表示已断开连接的[PacketPeerDTLS]的状态。" +msgstr "表示已断开连接的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." -msgstr "表示当前正在与远程对等方进行握手的[PacketPeerDTLS]的状态。" +msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -52545,7 +52753,7 @@ msgstr "显示主机提供的DTLS证书域与请求验证的域不匹配的错 #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." -msgstr "在StreamPeer上使用PacketPeer的包装器。" +msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。" #: doc/classes/PacketPeerStream.xml msgid "" @@ -52554,9 +52762,9 @@ msgid "" "implements a custom protocol over the StreamPeer, so the user should not " "read or write to the wrapped StreamPeer directly." msgstr "" -"PacketStreamPeer提供了一个包装器,用于在流上使用数据包工作。这允许在" -"StreamPeer上使用基于数据包的代码。PacketPeerStream在StreamPeer上实现了一个自" -"定义的协议,所以用户不应该直接读或写到被包装的StreamPeer上。" +"PacketStreamPeer 提供了一个包装器,用于在流上使用数据包工作。这允许在 " +"StreamPeer 上使用基于数据包的代码。PacketPeerStream 在 StreamPeer 上实现了一" +"个自定义的协议,所以用户不应该直接读或写到被包装的 StreamPeer 上。" #: doc/classes/PacketPeerStream.xml msgid "The wrapped [StreamPeer] object." @@ -52573,7 +52781,7 @@ msgstr "UDP数据包对等体。可以用来发送原始的UDP数据包以及[Va #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." -msgstr "关闭[PacketPeerUDP]当前正在侦听的UDP套接字。" +msgstr "关闭 [PacketPeerUDP] 当前正在侦听的 UDP 套接字。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -52590,41 +52798,41 @@ msgid "" "technique like SSL or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" -"调用此方法将UDP对等体连接到给定的[code]host[/code]/[code]port[/code]对。UDP实" -"际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出包总是" -"被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对" -"等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method " -"PacketPeer.put_packet]。参见[UDPServer]。\n" -"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程" -"序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。" +"调用此方法将 UDP 对等体连接到给定的 [code]host[/code]/[code]port[/code] 对。" +"UDP 实际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出" +"包总是被发送到连接的地址(不允许将来调用 [method set_dest_address])。该方法" +"不向远程对等体发送任何数据,要发送数据,请使用 [method PacketPeer.put_var] " +"或 [method PacketPeer.put_packet]。另请参阅 [UDPServer]。\n" +"[b]注意:[/b]连接到远程对等体并不能防止 IP 欺骗等恶意攻击。如果您觉得您的应用" +"程序正在传输敏感信息,可以考虑使用 SSL 或 DTL S等加密技术。" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the IP of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" -"返回发送最后一个数据包(通过[method PacketPeer.get_packet]或[method " -"PacketPeer.get_var]接收)的远程对等体的IP。" +"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method " +"PacketPeer.get_var] 接收)的远程对等体的 IP。" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the port of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" -"返回发送最后一个数据包(通过[method PacketPeer.get_packet]或[method " -"PacketPeer.get_var]接收)的远程对等方的端口。" +"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method " +"PacketPeer.get_var] 接收)的远程对等方的端口。" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns [code]true[/code] if the UDP socket is open and has been connected " "to a remote address. See [method connect_to_host]." msgstr "" -"如果UDP套接字已打开并已连接到远程地址,则返回 [code]true[/code]。请参阅" +"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 " "[method connect_to_host]。" #: doc/classes/PacketPeerUDP.xml msgid "Returns whether this [PacketPeerUDP] is listening." -msgstr "返回这个[PacketPeerUDP]是否正在监听。" +msgstr "返回这个 [PacketPeerUDP] 是否正在监听。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -52647,8 +52855,8 @@ msgid "" "Removes the interface identified by [code]interface_name[/code] from the " "multicast group specified by [code]multicast_address[/code]." msgstr "" -"从[code]multicast_address[/code]指定的组播组中移除[code]interface_name[/code]" -"标识的接口。" +"从 [code]multicast_address[/code] 指定的组播组中移除 [code]interface_name[/" +"code] 标识的接口。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -52664,15 +52872,16 @@ msgid "" "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" -"使这个[PacketPeerUDP]在与[code]bind_address[/code]绑定的[code]端口[/code]上监" -"听,缓冲区大小为[code]recv_buf_size[/code]。\n" -"如果[code]bind_address[/code]被设置为[code]\"*\"[/code](默认),对等体将监听" -"所有可用地址(包括IPv4和IPv6)。\n" -"如果[code]bind_address[/code]被设置为[code]\"0.0.0.0\"[/code](对于IPv4)或" -"[code]\":\"[/code](对于IPv6),对等体将监听所有符合该IP类型的可用地址。\n" -"如果[code]bind_address[/code]被设置为任何有效的地址(例如" -"[code]\"192.168.1.101\"[/code],[code]\":1\"[/code]等),对等体将只监听具有该" -"地址的接口(如果不存在具有该地址的接口,则失败)。" +"使这个 [PacketPeerUDP] 在与 [code]bind_address[/code] 绑定的端口 [code]port[/" +"code] 上监听,缓冲区大小为 [code]recv_buf_size[/code]。\n" +"如果 [code]bind_address[/code] 被设置为 [code]\"*\"[/code](默认),对等体将" +"监听所有可用地址(包括 IPv4 和 IPv6)。\n" +"如果 [code]bind_address[/code] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4)" +"或 [code]\":\"[/code](对于 IPv6),对等体将监听所有符合该 IP 类型的可用地" +"址。\n" +"如果 [code]bind_address[/code] 被设置为任何有效的地址(例如 " +"[code]\"192.168.1.101\"[/code]、[code]\":1\"[/code] 等),对等体将只监听具有" +"该地址的接口(如果不存在具有该地址的接口,则失败)。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -52718,15 +52927,15 @@ msgid "" " return\n" "[/codeblock]" msgstr "" -"等待数据包到达侦听端口。参见[method listen]。\n" -"[b]注意:[/b][method wait]一旦被调用就不能被中断。这可以通过允许另一方发送一" +"等待数据包到达侦听端口。见 [method listen]。\n" +"[b]注意:[/b][method wait] 一旦被调用就不能被中断。这可以通过允许另一方发送一" "个特定的“death pill”包来解决,如下所示:\n" "[codeblock]\n" -"# Server\n" +"# 服务器\n" "socket.set_dest_address(\"127.0.0.1\", 789)\n" "socket.put_packet(\"Time to stop\".to_ascii())\n" "\n" -"# Client\n" +"# 客户的\n" "while socket.wait() == OK:\n" " var data = socket.get_packet().get_string_from_ascii()\n" " if data == \"Time to stop\":\n" @@ -52735,15 +52944,15 @@ msgstr "" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." -msgstr "为[Control]子控件提供不透明的背景。" +msgstr "为 [Control] 子控件提供不透明的背景。" #: doc/classes/Panel.xml msgid "" "Panel is a [Control] that displays an opaque background. It's commonly used " "as a parent and container for other types of [Control] nodes." msgstr "" -"面板是一个显示不透明背景的[Control]。它通常用作其他类型的[Control]节点的父节" -"点和容器。" +"面板是一个显示不透明背景的 [Control]。它通常用作其他类型的 [Control] 节点的父" +"节点和容器。" #: doc/classes/Panel.xml msgid "2D Finite State Machine Demo" @@ -52884,25 +53093,25 @@ msgid "" "will not be mirrored." msgstr "" "视差图层的[Texture]镜像。用于创建无限滚动的背景。如果一个轴被设置为[code]0[/" -"code], [Texture]将不会被镜像。" +"code],[Texture]将不会被镜像。" #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" -"ParallaxLayer相对于父ParallaxBackground的偏移量[member ParallaxBackground." -"scroll_offset]。" +"ParallaxLayer 相对于父 ParallaxBackground 的偏移量 [member " +"ParallaxBackground.scroll_offset]。" #: doc/classes/ParallaxLayer.xml msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." -msgstr "复制视差图层的运动。如果一个轴被设置为[code]0[/code],它将不会滚动。" +msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。" #: doc/classes/Particles.xml msgid "GPU-based 3D particle emitter." -msgstr "基于GPU的3D粒子发射器。" +msgstr "基于 GPU 的 3D 粒子发射器。" #: doc/classes/Particles.xml msgid "" @@ -53034,8 +53243,8 @@ msgid "" "when particles are off-screen." msgstr "" "[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" -"如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。 [AABB] 可以通过代码或" -"使用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n" +"如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。[AABB] 可以通过代码或使" +"用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n" "[b]注意:[/b]如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大" "此 AABB 以确保在粒子离屏时更新阴影。" @@ -53072,7 +53281,7 @@ msgid "" "[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the " "texture region defined in [AtlasTexture]s." msgstr "" -"用于创建各种粒子系统和效果的 2D 粒子节点。 [Particles2D] 具有一个发射器,可以" +"用于创建各种粒子系统和效果的 2D 粒子节点。[Particles2D] 具有一个发射器,可以" "以给定的速率生成一定数量的粒子。\n" "使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 以配置粒子外" "观和行为。或者,您可以添加将应用于所有粒子的 [ShaderMaterial]。\n" @@ -53110,7 +53319,7 @@ msgid "" "→ Generate Visibility Rect[/b] editor tool." msgstr "" "[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" -"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。 [Rect2] 可以通过代码" +"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码" "或使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。" #: doc/classes/ParticlesMaterial.xml @@ -53132,14 +53341,14 @@ msgid "" "ratio of [code]0.4[/code] would scale the original property between " "[code]0.4-1.0[/code] of its original value." msgstr "" -"ParticlesMaterial定义了粒子的属性和行为。它可用于[Particles]和[Particles2D]发" -"射器节点的[code]process_material[/code]中。\n" -"这个材质的一些属性在发射时被应用到每个粒子上,而其他属性可以应用" -"[CurveTexture]来在粒子的生命周期中改变数值。\n" -"当随机性比率被应用到一个属性时,用来以一个随机量来扩展该属性。随机率用来在" -"[code]1.0[/code]和一个小于1的随机数之间插值,结果乘以属性,得到随机的属性。例" -"如,一个[code]0.4[/code]的随机比率将在[code]0.4-1.0[/code]之间缩放原始属性的" -"原值。" +"ParticlesMaterial 定义了粒子的属性和行为。它可用于 [Particles] 和 " +"[Particles2D] 发射器节点的 [code]process_material[/code]中。\n" +"这个材质的一些属性在发射时被应用到每个粒子上,而其他属性可以应用 " +"[CurveTexture] 来在粒子的生命周期中改变数值。\n" +"当随机性比率被应用到一个属性时,用来以一个随机量来扩展该属性。随机率用来在 " +"[code]1.0[/code] 和一个小于 1 的随机数之间插值,结果乘以属性,得到随机的属" +"性。例如,一个 [code]0.4[/code] 的随机比率将在 [code]0.4-1.0[/code] 之间缩放" +"原始属性的原值。" #: doc/classes/ParticlesMaterial.xml msgid "Returns [code]true[/code] if the specified flag is enabled." @@ -53157,7 +53366,7 @@ msgstr "返回指定参数使用的 [Texture]。" msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." -msgstr "如果[code]true[/code],启用指定的Flag。选项请参阅[enum Flags]。" +msgstr "如果为 [code]true[/code],启用指定的标志。选项请参阅 [enum Flags]。" #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." @@ -53202,15 +53411,15 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's angular velocity will vary along this [CurveTexture]." -msgstr "每个粒子的角速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的角速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." -msgstr "每个粒子的动画偏移将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." -msgstr "每个粒子的动画速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的动画速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -53318,12 +53527,12 @@ msgstr "沿 Y 轴的 [member spread] 量。" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." -msgstr "每个粒子的色调将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的色调将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." -msgstr "每个粒子的线性加速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -53337,37 +53546,37 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's orbital velocity will vary along this [CurveTexture]." -msgstr "每个粒子的轨道速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的轨道速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." -msgstr "每个粒子的径向加速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." -msgstr "每个粒子的比例将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的比例将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." -msgstr "每个粒子的切向加速度将沿着这个[CurveTexture]变化。" +msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' color will vary along this [GradientTexture]." -msgstr "轨迹粒子的颜色将沿着这个[GradientTexture]变化。" +msgstr "轨迹粒子的颜色将沿着这个 [GradientTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] " "particles. The remaining particles will be used as trail(s)." msgstr "" -"发射器将发射[code]amount[/code]除以[code]trail_visor[/code]的粒子。剩下的粒子" -"将作为轨迹使用。" +"发射器将发射 [code]amount[/code] 除以 [code]trail_visor[/code] 的粒子。剩下的" +"粒子将作为轨迹使用。" #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' size will vary along this [CurveTexture]." -msgstr "轨迹粒子的大小将沿着这个[CurveTexture]变化。" +msgstr "轨迹粒子的大小将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -53483,8 +53692,8 @@ msgid "" "point on the [member emission_point_texture]. Particle color will be " "modulated by [member emission_color_texture]." msgstr "" -"粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子颜色" -"将由[member emission_color_texture]调节。" +"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜" +"色将由 [member emission_color_texture] 调节。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -53493,9 +53702,9 @@ msgid "" "will be set based on [member emission_normal_texture]. Particle color will " "be modulated by [member emission_color_texture]." msgstr "" -"粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子速度" -"和旋转将基于[member emission_normal_texture]进行设置。粒子颜色将由[member " -"emission_color_texture]调节。" +"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速" +"度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 " +"[member emission_color_texture] 调节。" #: doc/classes/Path.xml msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow." @@ -53516,15 +53725,15 @@ msgstr "" #: doc/classes/Path.xml msgid "A [Curve3D] describing the path." -msgstr "A [Curve3D]描述路径。" +msgstr "描述路径的 [Curve3D]。" #: doc/classes/Path.xml msgid "Emitted when the [member curve] changes." -msgstr "当[member curve]改变时触发。" +msgstr "当 [member curve] 改变时触发。" #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." -msgstr "包含一个[Curve2D]路径,供[PathFollow2D]节点遵循。" +msgstr "包含一个 [Curve2D] 路径,供 [PathFollow2D] 节点遵循。" #: doc/classes/Path2D.xml msgid "" @@ -53534,14 +53743,14 @@ msgid "" "of [PathFollow2D]). As such, the curve should usually start with a zero " "vector ([code](0, 0)[/code])." msgstr "" -"可以让[PathFollow2D]子节点沿着[Curve2D]移动。有关用法的更多信息,请参阅" +"可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 " "[PathFollow2D]。\n" -"[b]注:[/b]该路径被认为是相对于移动的节点([PathFollow2D]的子节点)。因此,曲线" -"通常以零向量([code](0,0)[/code])开始。" +"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因" +"此,曲线通常以零向量([code](0,0)[/code])开始。" #: doc/classes/Path2D.xml msgid "A [Curve2D] describing the path." -msgstr "A [Curve2D]描述路径。" +msgstr "描述路径的 [Curve2D]。" #: doc/classes/PathFollow.xml msgid "Point sampler for a [Path]." @@ -53574,10 +53783,11 @@ msgid "" "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" -"如果[code]true[/code],两个缓存的点之间的位置是立方插值,否则是线性插值。\n" -"沿着[Path]的[Curve3D]的点在使用前被预计算,以加快计算。而后,在确定偏移量上的" -"点会在两个相邻的缓存点之间进行插值计算。如果曲线有急转弯,这可能会产生一个问" -"题,因为缓存的点可能不会足够紧跟曲线。\n" +"如果为 [code]true[/code],两个缓存的点之间的位置是立方插值,否则是线性插" +"值。\n" +"沿着 [Path] 的 [Curve3D] 的点在使用前被预计算,以加快计算。而后,在确定偏移量" +"上的点会在两个相邻的缓存点之间进行插值计算。如果曲线有急转弯,这可能会产生一" +"个问题,因为缓存的点可能不会足够紧跟曲线。\n" "这个问题有两个答案:要么增加缓存点的数量,代价是增加内存消耗;要么在两个点之" "间进行立方插值,代价是计算速度稍慢。" @@ -53590,8 +53800,8 @@ msgid "" "If [code]true[/code], any offset outside the path's length will wrap around, " "instead of stopping at the ends. Use it for cyclic paths." msgstr "" -"如果[code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停止。对" -"于循环路径使用它。" +"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停" +"止。对于循环路径使用它。" #: doc/classes/PathFollow.xml msgid "" @@ -53606,7 +53816,7 @@ msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" -"允许或禁止在一个或多个轴上旋转,这取决于使用的[enum RotationMode]常量。" +"允许或禁止在一个或多个轴上旋转,这取决于使用的 [enum RotationMode] 常量。" #: doc/classes/PathFollow.xml msgid "" @@ -53615,8 +53825,8 @@ msgid "" "the path, as the offset supplied is multiplied internally by the path's " "length." msgstr "" -"到第一个顶点的距离,将0.0作为第一个顶点,1.0作为最后一个顶点。这只是表示路径" -"内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。" +"到第一个顶点的距离,将 0.0 作为第一个顶点,1.0 作为最后一个顶点。这只是表示路" +"径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。" #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "The node's offset perpendicular to the curve." @@ -53649,7 +53859,7 @@ msgstr "" #: doc/classes/PathFollow2D.xml msgid "Point sampler for a [Path2D]." -msgstr "对[Path2D]的点取样的取样器。" +msgstr "对 [Path2D] 的点取样的取样器。" #: doc/classes/PathFollow2D.xml msgid "" @@ -53660,8 +53870,8 @@ msgid "" "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" -"这个节点接受它的父节点[Path2D],并返回其中一个点的坐标(给定到第一个顶点的距" -"离)。\n" +"这个节点接受它的父节点 [Path2D] 并返回其中一个点的坐标,需要给定到第一个顶点" +"的距离。\n" "在不编码移动模式的情况下,它可以使其他节点遵循一条路径。因此,节点必须是这个" "节点的子节点。当在该节点中设置偏移量时,后代节点将相应地移动。" @@ -53711,8 +53921,9 @@ msgid "" "offset within the path, as the offset supplied is multiplied internally by " "the path's length." msgstr "" -"在0.0(第一个顶点)到1.0(最后一个顶点)的范围内,沿着路径的距离为一个数字。这只" -"是表示路径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。" +"在 0.0(第一个顶点)到 1.0(最后一个顶点)的范围内,沿着路径的距离为一个数" +"字。这只是表示路径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长" +"度。" #: doc/classes/PCKPacker.xml msgid "Creates packages that can be loaded into a running project." @@ -53731,24 +53942,24 @@ msgid "" "The above [PCKPacker] creates package [code]test.pck[/code], then adds a " "file named [code]text.txt[/code] at the root of the package." msgstr "" -"[PCKPacker]用于创建可以通过[method ProjectSettings.load_resource_pack]加载到" -"正在运行的项目中的包。\n" +"[PCKPacker] 用于创建可以通过 [method ProjectSettings.load_resource_pack] 加载" +"到正在运行的项目中的包。\n" "[codeblock]\n" "var packer = PCKPacker.new()\n" "packer.pck_start(\"test.pck\")\n" "packer.add_file(\"res://text.txt\", \"text.txt\")\n" "packer.flush()\n" "[/codeblock]\n" -"上面的[PCKPacker]创建包[code]test.pck[/code],然后在包的根目录中添加一个名为" -"[code]text.txt[/code]的文件。" +"上面的 [PCKPacker] 创建包 [code]test.pck[/code],然后在包的根目录中添加一个名" +"为 [code]text.txt[/code] 的文件。" #: doc/classes/PCKPacker.xml msgid "" "Adds the [code]source_path[/code] file to the current PCK package at the " "[code]pck_path[/code] internal path (should start with [code]res://[/code])." msgstr "" -"将[code]source_path[/code]文件添加到当前PCK包的[code]pck_path[/code]内部路径" -"(应该以[code]res://[/code]开始)。" +"将 [code]source_path[/code] 文件添加到当前 PCK 包的 [code]pck_path[/code] 内" +"部路径(应该以 [code]res://[/code] 开头)。" #: doc/classes/PCKPacker.xml msgid "" @@ -53756,8 +53967,8 @@ msgid "" "flush. If [code]verbose[/code] is [code]true[/code], a list of files added " "will be printed to the console for easier debugging." msgstr "" -"自上次刷新以来,使用所有[method add_file]调用写入指定的文件。如果" -"[code]verbose[/code]为 [code]true[/code],添加的文件列表将被打印到控制台,以" +"自上次刷新以来,使用所有 [method add_file] 调用写入指定的文件。如果 " +"[code]verbose[/code] 为 [code]true[/code],添加的文件列表将被打印到控制台,以" "便于调试。" #: doc/classes/PCKPacker.xml @@ -53766,8 +53977,9 @@ msgid "" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" -"创建一个名为[code]pck_name[/code]的新PCK文件。[code].Pck[/code]文件扩展名不会" -"自动添加,所以它应该是[code]pck_name[/code]的一部分(即使它不是必需的)。" +"创建一个名为 [code]pck_name[/code] 的新 PCK 文件。不会自动添加 [code].pck[/" +"code] 文件扩展名,所以它应该是 [code]pck_name[/code] 的一部分(即使它不是必需" +"的)。" #: doc/classes/Performance.xml msgid "Exposes performance-related data." @@ -53802,10 +54014,9 @@ msgid "" "console\n" "[/codeblock]" msgstr "" -"返回一个可用监视器的值。你应该提供一个[enum Monitor]常量作为参数,像这样:\n" +"返回一个可用监视器的值。你应该提供一个 [enum Monitor] 常量作为参数,像这样:\n" "[codeblock]\n" -"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the " -"console\n" +"print(Performance.get_monitor(Performance.TIME_FPS)) # 在终端中输出 FPS\n" "[/codeblock]" #: doc/classes/Performance.xml @@ -53843,12 +54054,12 @@ msgid "" "Largest amount of memory the message queue buffer has used, in bytes. The " "message queue is used for deferred functions calls and notifications." msgstr "" -"消息队列缓冲区使用的最大内存数量(以字节为单位)。消息队列用于延迟函数调用和通" -"知。" +"消息队列缓冲区使用的最大内存数量(以字节为单位)。消息队列用于延迟函数调用和" +"通知。" #: doc/classes/Performance.xml msgid "Number of objects currently instanced (including nodes)." -msgstr "当前实例化的对象数量(包括节点)。" +msgstr "当前实例化的对象数量(包括节点)。" #: doc/classes/Performance.xml msgid "Number of resources currently used." @@ -53872,23 +54083,23 @@ msgstr "每帧绘制3D对象的数量。" #: doc/classes/Performance.xml msgid "Vertices drawn per frame. 3D only." -msgstr "每帧绘制的顶点数。只在3D中有效。" +msgstr "每帧绘制的顶点数。只在 3D 中有效。" #: doc/classes/Performance.xml msgid "Material changes per frame. 3D only." -msgstr "每一帧的材质变化。仅限3D。" +msgstr "每一帧的材质变化。仅限 3D。" #: doc/classes/Performance.xml msgid "Shader changes per frame. 3D only." -msgstr "每一帧的着色器变化。仅限3D。" +msgstr "每一帧的着色器变化。仅限 3D。" #: doc/classes/Performance.xml msgid "Render surface changes per frame. 3D only." -msgstr "每帧渲染面的变化。仅3D中有效。" +msgstr "每帧渲染面的变化。仅 3D 中有效。" #: doc/classes/Performance.xml msgid "Draw calls per frame. 3D only." -msgstr "每一帧的绘图调用。仅限3D。" +msgstr "每一帧的绘图调用。仅限 3D。" #: doc/classes/Performance.xml msgid "Items or joined items drawn per frame." @@ -53918,15 +54129,15 @@ msgstr "在 GLES2 和 GLES3 渲染后端中未实现,始终返回 0。" #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." -msgstr "游戏中活跃的[RigidBody2D]节点数量。" +msgstr "游戏中活跃的 [RigidBody2D] 节点数量。" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." -msgstr "2D物理引擎中的碰撞对数量。" +msgstr "2D 物理引擎中的碰撞对数量。" #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." -msgstr "2D物理引擎中的岛屿数量。" +msgstr "2D 物理引擎中的岛屿数量。" #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." @@ -53934,19 +54145,19 @@ msgstr "游戏中活动的 [RigidBody] 和 [VehicleBody] 节点的数量。" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." -msgstr "3D物理引擎中的碰撞对数量。" +msgstr "3D 物理引擎中的碰撞对数量。" #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." -msgstr "3D物理引擎中的岛屿数量。" +msgstr "3D 物理引擎中的岛屿数量。" #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." -msgstr "[AudioServer]的输出延迟。" +msgstr "[AudioServer] 的输出延迟。" #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." -msgstr "表示[enum Monitor] enum的大小。" +msgstr "表示 [enum Monitor] 枚举的大小。" #: doc/classes/PHashTranslation.xml msgid "Optimized translation." @@ -53956,13 +54167,13 @@ msgstr "优化的翻译。" msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." -msgstr "优化翻译。使用实时压缩翻译,从而生成非常小的词典。" +msgstr "优化的翻译。使用实时压缩翻译,从而生成非常小的词典。" #: doc/classes/PHashTranslation.xml msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." -msgstr "从给定的[Translation]资源生成并设置优化的翻译。" +msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。" #: doc/classes/Physics2DDirectBodyState.xml msgid "Direct access object to a physics body in the [Physics2DServer]." @@ -54029,7 +54240,7 @@ msgstr "返回碰撞体的[RID]。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's object id." -msgstr "返回碰撞体的对象id。" +msgstr "返回碰撞体的对象 id。" #: doc/classes/Physics2DDirectBodyState.xml msgid "" @@ -54055,8 +54266,8 @@ msgid "" "[method Object.get_meta], and is set with [method Physics2DServer." "shape_set_data]." msgstr "" -"返回碰撞形状的元数据。这个元数据不同于[method Object.get_meta],是用[method " -"Physics2DServer.shape_set_data]设置的。" +"返回碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 " +"[method Physics2DServer.shape_set_data] 设置的。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml @@ -54126,12 +54337,12 @@ msgstr "物体的线性速度,单位为像素每秒。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "If [code]true[/code], this body is currently sleeping (not active)." -msgstr "如果[code]true[/code],则该物体当前处于睡眠状态(不活动)。" +msgstr "如果为 [code]true[/code],则该物体当前处于睡眠状态(不活动)。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The timestep (delta) used for the simulation." -msgstr "用于模拟的时间步长(delta)。" +msgstr "用于模拟的时间步长(delta)。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml @@ -54159,15 +54370,15 @@ msgstr "物体的变换矩阵。" #: doc/classes/Physics2DDirectSpaceState.xml msgid "Direct access object to a space in the [Physics2DServer]." -msgstr "直接访问[Physics2DServer]中的空间的对象。" +msgstr "直接访问 [Physics2DServer] 中的空间的对象。" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Direct access object to a space in the [Physics2DServer]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" -"直接访问[Physics2DServer]中的空间的对象。它主要用于对位于给定空间中的对象和区" -"域进行查询。" +"直接访问 [Physics2DServer] 中的空间的对象。它主要用于对位于给定空间中的对象和" +"区域进行查询。" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" @@ -54379,7 +54590,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml msgid "Server interface for low-level 2D physics access." -msgstr "用于底层2D物理访问服务的接口。" +msgstr "用于底层 2D 物理访问服务的接口。" #: doc/classes/Physics2DServer.xml msgid "" @@ -54420,17 +54631,17 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Gets the instance ID of the object the area is assigned to." -msgstr "获取区域分配给的对象的实例ID。" +msgstr "获取区域分配给的对象的实例 ID。" #: doc/classes/Physics2DServer.xml msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." -msgstr "返回区域参数值。有关可用参数的列表,请参阅[enum AreaParameter]。" +msgstr "返回区域参数值。有关可用参数的列表,请参阅 [enum AreaParameter]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of an area." -msgstr "返回区域的第n个形状的[RID]。" +msgstr "返回区域的第 n 个形状的 [RID]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to an area." @@ -54517,8 +54728,8 @@ msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" -"为该区域设置空间覆盖模式。请参阅[enum AreaSpaceOverrideMode]获取可用模式的列" -"表。" +"为该区域设置空间覆盖模式。请参阅 [enum AreaSpaceOverrideMode] 获取可用模式的" +"列表。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area." @@ -54535,9 +54746,9 @@ msgid "" "in global coordinates. A force differs from an impulse in that, while the " "two are forces, the impulse clears itself after being applied." msgstr "" -"在施加的力和扭矩上添加一个有作用点的力。与[method body_apply_impulse]一样,力" -"和物体原点的偏移量都在全局坐标中。力与冲量的不同之处在于,虽然两者都是力,但" -"冲量在被施加后会自动清除。" +"在施加的力和扭矩上添加一个有作用点的力。与 [method body_apply_impulse] 一样," +"力和物体原点的偏移量都在全局坐标中。力与冲量的不同之处在于,虽然两者都是力," +"但冲量在被施加后会自动清除。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -54587,7 +54798,7 @@ msgstr "" msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." -msgstr "返回可报告的最大接触数。参阅[method body_set_max_contacts_reported]。" +msgstr "返回可报告的最大接触数。见 [method body_set_max_contacts_reported]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the body mode." @@ -54597,11 +54808,11 @@ msgstr "返回物体模式。" msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." -msgstr "返回物体参数的值。请参阅[enum BodyParameter]获取可用参数列表。" +msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用参数列表。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of a body." -msgstr "返回body的第n个碰撞形状的[RID]。" +msgstr "返回 body 的第 n 个碰撞形状的 [RID]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to a body." @@ -54617,7 +54828,7 @@ msgstr "返回物体碰撞形状的变换矩阵。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." -msgstr "返回分配给物体的空间的[RID]。" +msgstr "返回分配给物体的空间的 [RID]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns a body state." @@ -54628,8 +54839,8 @@ msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" -"返回一个body是否使用回调函数来计算它自己的物理值(参阅" -"body_set_force_integration_callback方法)。" +"返回一个 body 是否使用回调函数来计算它自己的物理值(见 [method " +"body_set_force_integration_callback])。" #: doc/classes/Physics2DServer.xml msgid "Removes a body from the list of bodies exempt from collisions." @@ -54666,7 +54877,7 @@ msgid "" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" -"设置使用[enum CCDMode]常量之一的连续碰撞检测模式。\n" +"设置使用 [enum CCDMode] 常量之一的连续碰撞检测模式。\n" "连续碰撞检测试图预测一个运动体将在哪里发生碰撞,而不是移动它并在它发生碰撞时" "纠正其运动。" @@ -54689,14 +54900,14 @@ msgstr "" #: doc/classes/Physics2DServer.xml msgid "Sets the body mode using one of the [enum BodyMode] constants." -msgstr "使用[enum BodyMode]常量之一设置body模式。" +msgstr "使用 [enum BodyMode] 常量之一设置 body 模式。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" -"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method " +"设置一个物体是否使用回调函数来计算它自己的物理(见 [method " "body_set_force_integration_callback])。" #: doc/classes/Physics2DServer.xml @@ -54710,26 +54921,27 @@ msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" -"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其[RID]" -"选择的。" +"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其 " +"[RID] 选择的。" #: doc/classes/Physics2DServer.xml msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." -msgstr "如果[code]enable[/code]为 [code]true[/code],则在body上启用单向碰撞。" +msgstr "" +"如果 [code]enable[/code] 为 [code]true[/code],则在 body 上启用单向碰撞。" #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." -msgstr "如果[code]disable[/code]为 [code]true[/code],则在body中禁用形状。" +msgstr "如果 [code]disable[/code] 为 [code]true[/code],则在 body 中禁用形状。" #: doc/classes/Physics2DServer.xml msgid "" "Sets metadata of a shape within a body. This metadata is different from " "[method Object.set_meta], and can be retrieved on shape queries." msgstr "" -"设置一个体中的形状的元数据。这个元数据与[method Object.set_meta]不同,可以在" -"形状查询中检索。" +"设置一个体中的形状的元数据。这个元数据与 [method Object.set_meta] 不同,可以" +"在形状查询中检索。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for a body shape." @@ -54737,7 +54949,7 @@ msgstr "设置物体形状的变换矩阵。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." -msgstr "给物体分配一个空间(参阅 [method space_create])。" +msgstr "给物体分配一个空间(见 [method space_create])。" #: doc/classes/Physics2DServer.xml msgid "" @@ -54756,7 +54968,7 @@ msgid "" "can be passed to return additional information in." msgstr "" "如果从空间中的给定点沿给定方向移动会导致碰撞,则返回 [code]true[/code]。边距" -"增加了碰撞检测中涉及的形状的大小。 通过返回[Physics2DTestMotionResult] 可以附" +"增加了碰撞检测中涉及的形状的大小。通过返回[Physics2DTestMotionResult] 可以附" "加信息。" #: doc/classes/Physics2DServer.xml @@ -54774,7 +54986,8 @@ msgstr "返回阻尼弹簧关节参数值。" msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." -msgstr "设置阻尼弹簧关节参数。参阅[enum DampedStringParam]获取可用参数的列表。" +msgstr "" +"设置阻尼弹簧关节参数。参阅 [enum DampedStringParam] 获取可用参数的列表。" #: doc/classes/Physics2DServer.xml msgid "" @@ -54790,7 +55003,7 @@ msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" -"返回关于2D物理引擎当前状态的信息。有关可用状态列表,请参阅[enum " +"返回关于 2D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum " "ProcessInfo]。" #: doc/classes/Physics2DServer.xml @@ -54805,7 +55018,7 @@ msgstr "返回关节参数的值。" #: doc/classes/Physics2DServer.xml msgid "Returns a joint's type (see [enum JointType])." -msgstr "返回一个关节的类型(见[enum JointType])。" +msgstr "返回一个关节的类型(见 [enum JointType])。" #: doc/classes/Physics2DServer.xml msgid "" @@ -54841,14 +55054,14 @@ msgstr "返回形状数据。" #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." -msgstr "返回一个形状的类型(参阅[enum ShapeType])。" +msgstr "返回一个形状的类型(见 [enum ShapeType])。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the shape data that defines its shape and size. The data to be passed " "depends on the kind of shape created [method shape_get_type]." msgstr "" -"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型[method " +"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型 [method " "shape_get_type]。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml @@ -54857,9 +55070,9 @@ msgid "" "engine that can be assigned to an area or a body. It can be assigned to an " "area with [method area_set_space], or to a body with [method body_set_space]." msgstr "" -"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过" -"[method area_set_space]分配给一个区域,或者通过[method body_set_space]分配给" -"一个主体。" +"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 " +"[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配" +"给一个主体。" #: doc/classes/Physics2DServer.xml msgid "" @@ -54886,7 +55099,7 @@ msgstr "将空间标记为活动空间。它不会有效果,除非它被分配 msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." -msgstr "设置空间参数的值。参阅[enum SpaceParameter]获取可用参数列表。" +msgstr "设置空间参数的值。参阅 [enum SpaceParameter] 获取可用参数列表。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -55144,7 +55357,7 @@ msgstr "常量,用于设置/获取物体的角度阻尼系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." -msgstr "表示[enum BodyParameter]枚举的大小。" +msgstr "表示 [enum BodyParameter] 枚举的大小。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." @@ -55211,7 +55424,7 @@ msgstr "" msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." -msgstr "通过射线投射实现连续的碰撞检测。它比shapecasting更快,但不够精确。" +msgstr "通过射线投射实现连续的碰撞检测。它比 shapecasting 更快,但不够精确。" #: doc/classes/Physics2DServer.xml msgid "" @@ -55261,12 +55474,12 @@ msgstr "设置用于碰撞/相交查询的 [Shape2D]。" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area2D]s into account." -msgstr "如果[code]true[/code],查询将考虑[Area2D]。" +msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." -msgstr "如果[code]true[/code],查询将考虑[PhysicsBody2D]。" +msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -55298,7 +55511,7 @@ msgstr "正在查询的形状的运动。" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." -msgstr "查询形状的 [RID]。另见[method set_shape]。" +msgstr "查询形状的 [RID]。另请参阅 [method set_shape]。" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -55307,7 +55520,7 @@ msgstr "被查询形状的变换矩阵。" #: doc/classes/PhysicsBody.xml msgid "Base class for all objects affected by physics in 3D space." -msgstr "在3D空间中受物理影响的所有对象的基类。" +msgstr "在 3D 空间中受物理影响的所有对象的基类。" #: doc/classes/PhysicsBody.xml msgid "" @@ -55371,7 +55584,7 @@ msgid "" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" "增加一个恒定的方向力,而不影响旋转。\n" -"这相当于[code]add_force(force, Vector3(0,0,0))[/code]。" +"相当于 [code]add_force(force, Vector3(0,0,0))[/code]。" #: doc/classes/PhysicsDirectBodyState.xml msgid "Adds a constant rotational force without affecting position." @@ -55383,7 +55596,7 @@ msgid "" "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]." msgstr "" "施加单一方向的冲量而不影响旋转。\n" -"这等价于 [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]。" +"相当于 [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]。" #: doc/classes/PhysicsDirectBodyState.xml msgid "" @@ -55600,7 +55813,8 @@ msgstr "提供了一种修改[PhysicsBody]的碰撞属性的方法。" msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." -msgstr "如果[code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。" +msgstr "" +"如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。" #: doc/classes/PhysicsMaterial.xml msgid "" @@ -55614,7 +55828,7 @@ msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" -"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。" +"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。" #: doc/classes/PhysicsMaterial.xml msgid "" @@ -55624,9 +55838,9 @@ msgid "" "instead. If [code]true[/code] for both colliding objects, the physics engine " "will use the highest friction." msgstr "" -"如果 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体的" -"摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代替。" -"如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" +"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体" +"的摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代" +"替。如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" #: doc/classes/PhysicsServer.xml msgid "Server interface for low-level physics access." @@ -55648,17 +55862,17 @@ msgstr "创建一个[Area]区域。" msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." -msgstr "返回区域参数值。可用参数列表位于[enum AreaParameter]常量上。" +msgstr "返回区域参数值。可用参数列表位于 [enum AreaParameter] 常量上。" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], area collides with rays." -msgstr "如果[code]true[/code],则区域与光线碰撞。" +msgstr "如果为 [code]true[/code],则区域与光线碰撞。" #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." -msgstr "设置面积参数的值。可用参数列表位于[enum AreaParameter]常量上。" +msgstr "设置面积参数的值。可用参数列表位于 [enum AreaParameter] 常量上。" #: doc/classes/PhysicsServer.xml msgid "Sets object pickable with rays." @@ -55669,7 +55883,7 @@ msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" -"设置区域的空间替代模式。[enum AreaSpaceOverrideMode]常量中描述了这些模式。" +"设置区域的空间替代模式。[enum AreaSpaceOverrideMode] 常量中描述了这些模式。" #: doc/classes/PhysicsServer.xml msgid "" @@ -55728,7 +55942,7 @@ msgid "" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" -"如果[code]true[/code],则启用连续碰撞检测模式。\n" +"如果为 [code]true[/code],则启用连续碰撞检测模式。\n" "连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。" #: doc/classes/PhysicsServer.xml @@ -55739,7 +55953,7 @@ msgstr "从[enum BodyMode]常量之一设置主体模式。" msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." -msgstr "设置物体参数。可用参数列表位于[enum BodyParameter]常量上。" +msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常量上。" #: doc/classes/PhysicsServer.xml msgid "Sets the body pickable with rays if [code]enabled[/code] is set." @@ -55747,7 +55961,7 @@ msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的 #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." -msgstr "设置主体状态(请参阅[enum BodyState]常量)。" +msgstr "设置主体状态(见 [enum BodyState] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" @@ -55761,12 +55975,12 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." -msgstr "获取圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。" +msgstr "获取圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." -msgstr "设置圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。" +msgstr "设置圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" @@ -55780,25 +55994,24 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "获取generic_6_DOF_joit flag(请参阅[enum G6DOFJointAxisFlag]常量)。" +msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." -msgstr "" -"获取 generic_6_DOF_joint 参数(请参阅[enum G6DOFJointAxisParam]常量)。" +msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "设置generic_6_DOF_joint flag(请参阅[enum G6DOFJointAxisFlag]常量)。" +msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." -msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。" +msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" @@ -55811,39 +56024,39 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." -msgstr "获取铰链关节标志(请参阅[enum HingeJointFlag]常量)。" +msgstr "获取 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." -msgstr "获取铰链关节参数(请参阅[enum HingeJointParam])。" +msgstr "获取 hinge_joint 参数(见 [enum HingeJointParam])。" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." -msgstr "设置铰链关节标志(请参阅[enum HingeJointFlag]常量)。" +msgstr "设置 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." -msgstr "设置铰链关节参数(请参阅[enum HingeJointParam]常量)。" +msgstr "设置 hinge_joint 参数(见 [enum HingeJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Creates a [ConeTwistJoint]." -msgstr "创建一个[ConeTwistJoint]。" +msgstr "创建一个 [ConeTwistJoint]。" #: doc/classes/PhysicsServer.xml msgid "Creates a [Generic6DOFJoint]." -msgstr "创建一个 [Generic6DOFJoint]通用6向关节。" +msgstr "创建一个 [Generic6DOFJoint] 通用 6 向关节。" #: doc/classes/PhysicsServer.xml msgid "Creates a [HingeJoint]." -msgstr "创建一个 [HingeJoint]关节。" +msgstr "创建一个 [HingeJoint] 铰链关节。" #: doc/classes/PhysicsServer.xml msgid "Creates a [PinJoint]." -msgstr "创建一个 [PinJoint]图钉关节。" +msgstr "创建一个 [PinJoint] 图钉关节。" #: doc/classes/PhysicsServer.xml msgid "Creates a [SliderJoint]." -msgstr "创建一个 [SliderJoint]关节。" +msgstr "创建一个 [SliderJoint] 关节。" #: doc/classes/PhysicsServer.xml msgid "Gets the priority value of the Joint." @@ -55869,7 +56082,7 @@ msgstr "返回关节在关节物体B的局部空间中的位置。" #: doc/classes/PhysicsServer.xml msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." -msgstr "获取pin_joint参数(请参阅[enum PinJointParam]常量)。" +msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body a of the joint." @@ -55881,7 +56094,7 @@ msgstr "设置关节在关节物体B的局部空间中的位置。" #: doc/classes/PhysicsServer.xml msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." -msgstr "设置pin_joint参数(请参阅[enum PinJointParam]常量)。" +msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Activates or deactivates the 3D physics engine." @@ -55912,11 +56125,11 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "Returns the type of shape (see [enum ShapeType] constants)." -msgstr "返回形状的类型(请参阅[enum ShapeType]常量)。" +msgstr "返回形状的类型(见 [enum ShapeType] 常量)。" #: doc/classes/PhysicsServer.xml msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." -msgstr "获取slider_joint参数(请参阅[enum SliderJointParam]常量)。" +msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。" #: doc/classes/PhysicsServer.xml msgid "" @@ -55933,7 +56146,7 @@ msgstr "设置空间参数的值。可用参数列表位于[enum SpaceParameter] #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [PinJoint]." -msgstr "该[Joint] 是 [PinJoint]。" +msgstr "该 [Joint] 是 [PinJoint]。" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [HingeJoint]." @@ -55985,7 +56198,7 @@ msgstr "铰链上的最小旋转。" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." -msgstr "如果[code]true[/code],铰链具有最大和最小旋转。" +msgstr "如果为 [code]true[/code],铰链具有最大和最小旋转。" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], a motor turns the Hinge." @@ -56131,7 +56344,7 @@ msgstr "线性马达在试图达到目标速度时可以施加的最大力。" #: doc/classes/PhysicsServer.xml msgid "A factor that gets multiplied onto all rotations across the axes." -msgstr "一个乘以所有轴旋转的因子。" +msgstr "乘以所有轴旋转的因子。" #: doc/classes/PhysicsServer.xml msgid "" @@ -56161,7 +56374,7 @@ msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目 #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [PlaneShape]." -msgstr "该[Shape] 是 [PlaneShape]。" +msgstr "该 [Shape] 是 [PlaneShape]。" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [RayShape]." @@ -56211,11 +56424,11 @@ msgstr "设置将用于碰撞/相交查询的 [Shape]。" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area]s into account." -msgstr "如果[code]true[/code],查询将考虑 [Area]。" +msgstr "如果为 [code]true[/code],查询将考虑 [Area]。" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." -msgstr "如果 [code]true[/code],则查询将考虑 [PhysicsBody]。" +msgstr "如果为 [code]true[/code],则查询将考虑 [PhysicsBody]。" #: doc/classes/PinJoint.xml msgid "Pin joint for 3D PhysicsBodies." @@ -56273,9 +56486,9 @@ msgid "" "the plane is considered the side of the plane towards where the normal is " "pointing." msgstr "" -"平面表示标准化的平面方程。基本上,“法线”是平面的法线(a、b、c归一化),而“d”是" -"原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的平面一" -"侧。" +"平面表示标准化的平面方程。基本上,“法线”是平面的法线(归一化的 a、b、c)," +"而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的" +"平面一侧。" #: doc/classes/Plane.xml msgid "" @@ -56397,15 +56610,15 @@ msgstr "" #: doc/classes/Plane.xml msgid "The X component of the plane's [member normal] vector." -msgstr "平面的[member normal]向量的X分量。" +msgstr "平面法向量 [member normal] 的 X 分量。" #: doc/classes/Plane.xml msgid "The Y component of the plane's [member normal] vector." -msgstr "平面的[member normal]向量的Y分量。" +msgstr "平面法向量 [member normal] 的 Y 分量。" #: doc/classes/Plane.xml msgid "The Z component of the plane's [member normal] vector." -msgstr "平面的[member normal]向量的Z分量。" +msgstr "平面法向量 [member normal] 的 Z 分量。" #: doc/classes/Plane.xml msgid "A plane that extends in the Y and Z axes (normal vector points +X)." @@ -56521,7 +56734,7 @@ msgid "" "canvas_polygon_index_buffer_size_kb]." msgstr "" "Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从" -"而形成封闭的多边形。 Polygon2D 可以填充颜色(纯色或渐变色)或填充给定的纹" +"而形成封闭的多边形。Polygon2D 可以填充颜色(纯色或渐变色)或填充给定的纹" "理。\n" "[b]注意:[/b]默认情况下,Godot 一次最多只能绘制 4096 个多边形点。要增加此限" "制,请打开项目设置并增加 [member ProjectSettings.rendering/limits/buffers/" @@ -56531,35 +56744,35 @@ msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." -msgstr "添加指定[code]path[/code]和[code]weights[/code]的骨骼." +msgstr "添加指定 [code]path[/code] 和 [code]weights[/code] 的骨骼。" #: doc/classes/Polygon2D.xml msgid "Removes all bones from this [Polygon2D]." -msgstr "删除这个[Polygon2D]的所有骨骼." +msgstr "删除这个 [Polygon2D] 的所有骨骼。" #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." -msgstr "从这个[Polygon2D]中删除指定的骨骼." +msgstr "从这个 [Polygon2D] 中删除指定的骨骼。" #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." -msgstr "返回这个[Polygon2D]中骨骼的数量." +msgstr "返回这个 [Polygon2D] 中骨骼的数量。" #: doc/classes/Polygon2D.xml msgid "Returns the path to the node associated with the specified bone." -msgstr "返回与指定骨骼相关联的节点的路径." +msgstr "返回与指定骨骼相关联的节点的路径。" #: doc/classes/Polygon2D.xml msgid "Returns the height values of the specified bone." -msgstr "返回指定骨骼的高度值." +msgstr "返回指定骨骼的高度值。" #: doc/classes/Polygon2D.xml msgid "Sets the path to the node associated with the specified bone." -msgstr "设置与指定骨骼相关联的节点的路径." +msgstr "设置与指定骨骼相关联的节点的路径。" #: doc/classes/Polygon2D.xml msgid "Sets the weight values for the specified bone." -msgstr "设置指定骨骼的权重值." +msgstr "设置指定骨骼的权重值。" #: doc/classes/Polygon2D.xml msgid "" @@ -56737,7 +56950,7 @@ msgid "" "[code]buffer_size[/code] to the size of the uncompressed data. Set the " "compression mode using one of [enum File.CompressionMode]'s constants." msgstr "" -"返回新的 [PoolByteArray] 解压数据。 [code]buffer_size[/code] 设置未压缩数据的" +"返回新的 [PoolByteArray] 解压数据。[code]buffer_size[/code] 设置未压缩数据的" "大小。使用 [enum File.CompressionMode] 常量之一设置压缩模式。" #: doc/classes/PoolByteArray.xml @@ -56812,7 +57025,7 @@ msgid "" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." msgstr "" "如果该数组包含给定的值,则返回 [code]true[/code]。\n" -"[b]注意:[/b]与使用 [code]in[/code] 操作符等价。" +"[b]注意:[/b]相当于使用 [code]in[/code] 操作符。" #: doc/classes/PoolByteArray.xml msgid "" @@ -56950,7 +57163,7 @@ msgstr "" #: doc/classes/PoolColorArray.xml msgid "Changes the [Color] at the given index." -msgstr "更改给定索引处的[Color]。" +msgstr "更改给定索引处的 [Color]。" #: doc/classes/PoolIntArray.xml msgid "A pooled array of integers ([int])." @@ -57092,11 +57305,12 @@ msgstr "" msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." -msgstr "构建新的[PoolRealArray]。你可以选择传入一个通用的[Array],它将被转换。" +msgstr "" +"构建新的 [PoolRealArray]。你可以选择传入一个通用的 [Array],它将被转换。" #: doc/classes/PoolRealArray.xml msgid "Appends a [PoolRealArray] at the end of this array." -msgstr "在这个数组的最后添加[PoolRealArray]。" +msgstr "在这个数组的最后添加 [PoolRealArray]。" #: doc/classes/PoolRealArray.xml msgid "Changes the float at the given index." @@ -57172,7 +57386,7 @@ msgstr "在数组的末尾追加字符串元素。" #: doc/classes/PoolStringArray.xml msgid "Changes the [String] at the given index." -msgstr "更改给定索引处的[String]。" +msgstr "更改给定索引处的 [String]。" #: doc/classes/PoolVector2Array.xml msgid "A pooled array of [Vector2]s." @@ -57382,8 +57596,8 @@ msgid "" "ConfirmationDialog.get_cancel] and hide the buttons in question by setting " "their [member CanvasItem.visible] property to [code]false[/code]." msgstr "" -"如果[code]true[/code],当点击事件发生在它之外,或者当它收到[code]ui_cancel[/" -"code]动作事件时,弹出窗口不会被隐藏。\n" +"如果为 [code]true[/code],当点击事件发生在它之外,或者当它收到" +"[code]ui_cancel[/code]动作事件时,弹出窗口不会被隐藏。\n" "[b]注意:[/b]启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作为" "解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method " "ConfirmationDialog.get_cancel] 并通过将其 [member CanvasItem.visible] 属性设" @@ -57430,9 +57644,19 @@ msgstr "PopupMenu(弹出菜单)显示选项列表." #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" -"[PopupMenu]是一个显示选项列表的[Control].它们在工具栏或上下文菜单中很常用." #: doc/classes/PopupMenu.xml msgid "" @@ -57446,13 +57670,14 @@ msgid "" "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" -"添加一个新的带有[code]label[/code]文本的可检查项目.\n" -"可以选择提供一个[code]id[/code]以及一个快捷键([code]accel[/code])加速.如果没" -"有提供[code]id[/code],将从索引中创建一个.如果没有提供[code]accel[/code],那么" -"将为其分配默认的[code]0[/code].参阅 [method get_item_accelerator]了解更多关于" -"快捷键的信息.\n" -"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" -"检查或取消检查.参阅[method set_item_checked]了解更多关于如何控制它的信息." +"添加一个新的带有 [code]label[/code] 文本的可勾选项目。\n" +"可以选择提供一个 [code]id[/code] 以及一个快捷键([code]accel[/code])。如果没" +"有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code]," +"那么将为其分配默认的 [code]0[/code]。参阅 [method get_item_accelerator] 了解" +"更多关于快捷键的信息.\n" +"[b]注意:[/b]可勾选项目只是显示一个勾选标记,但没有任何内置的检查行为,必须手" +"动勾选或取消勾选。参阅 [method set_item_checked] 了解更多关于如何控制它的信" +"息。" #: doc/classes/PopupMenu.xml msgid "" @@ -57520,11 +57745,11 @@ msgid "" "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" -"添加带有文本[code]lable[/code]和图标[code]texture[/code]的新项目。\n" -"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没有" -"提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则将" -"为其分配默认的[code]0[/code]。有关加速器的更多信息,请参阅[method " -"get_item_accelerator]。" +"添加带有文本 [code]lable[/code] 和图标 [code]texture[/code] 的新项目。\n" +"可以选择提供一个 [code]id[/code],以及一个快捷键([code]accel[/code])。如果" +"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/" +"code],则将为其分配默认的[code]0[/code]。有关快捷键的更多信息,请参阅 " +"[method get_item_accelerator]。" #: doc/classes/PopupMenu.xml msgid "Same as [method add_icon_check_item], but uses a radio check button." @@ -57556,10 +57781,10 @@ msgid "" "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" -"添加一个带有文本[code]label[/code]的新项目。\n" -"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" -"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " +"添加一个带有文本 [code]label[/code] 的新项目。\n" +"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供 " +"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认" +"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method " "get_item_accelerator]。" #: doc/classes/PopupMenu.xml @@ -57575,13 +57800,13 @@ msgid "" "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" -"添加一个带有文本[code]label[/code]的新的多状态项。\n" -"与普通的二进制项相反,多状态项可以有两个以上的状态,如[code]max_states[/code]" -"所定义的。每次按下或激活物品将增加一个状态。默认值由[code]default_state[/" -"code]定义。\n" -"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" -"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " +"添加一个带有文本 [code]label[/code] 的新的多状态项。\n" +"与普通的二进制项相反,多状态项可以有两个以上的状态,如 [code]max_states[/" +"code] 所定义的。每次按下或激活物品将增加一个状态。默认值由 " +"[code]default_state[/code] 定义。\n" +"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供" +"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认" +"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method " "get_item_accelerator]。" #: doc/classes/PopupMenu.xml @@ -57596,10 +57821,10 @@ msgid "" "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" -"添加一个带有文本[code]label[/code]的单选按钮。\n" -"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" -"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " +"添加一个带有文本 [code]label[/code] 的单选按钮。\n" +"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供" +"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认" +"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method " "get_item_accelerator]。\n" "[b]注意:[/b]Checkable 项目只是显示一个复选标记,但没有任何内置的检查行为,必" "须手动检查/不检查。有关如何控制它的更多信息,请参阅 [method " @@ -57615,12 +57840,12 @@ msgid "" "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" -"添加一个新的单选复选按钮并为其分配一个[ShortCut]。将复选框的标签设置为" -"[ShortCut]的名称。\n" -"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一" +"添加一个新的单选复选按钮并为其分配一个 [ShortCut]。将复选框的标签设置为 " +"[ShortCut] 的名称。\n" +"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一" "个。\n" -"[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须" -"手动检查/不检查。有关如何控制它的更多信息,请参阅[method set_item_checked]。" +"[b]注意:[/b]可勾选的项目只是显示一个复选标记,但没有任何内置的检查行为,必须" +"手动检查/不检查。有关如何控制它的更多信息,请参阅 [method set_item_checked]。" #: doc/classes/PopupMenu.xml msgid "" @@ -57736,10 +57961,10 @@ msgid "" "don't have any built-in checking behavior and must be checked/unchecked " "manually." msgstr "" -"如果索引[code]idx[/code]的项目以某种方式是可检查的,例如,如果它有一个复选框" -"或单选按钮,则返回 [code]true[/code]。\n" -"[b]注:[/b]可检查项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行" -"为,必须手动检查/取消。" +"如果索引 [code]idx[/code] 的项目以某种方式是可检查的,例如,如果它有一个复选" +"框或单选按钮,则返回 [code]true[/code]。\n" +"[b]注意:[/b]可勾选项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行" +"为,必须手动勾选/取消。" #: doc/classes/PopupMenu.xml msgid "" @@ -57763,9 +57988,10 @@ msgid "" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" -"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回 [code]true[/" +"如果索引号 [code]idx[/code] 具有单选按钮样式的可检查性,则返回 [code]true[/" "code]。\n" -"[b]注:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻辑。" +"[b]注意:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻" +"辑。" #: doc/classes/PopupMenu.xml msgid "" @@ -57786,8 +58012,8 @@ msgid "" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one." msgstr "" -"从菜单中移除索引[code]idx[/code]项。\n" -"[b]注:[/b]被移除项后的项的索引将被移位1。" +"从菜单中移除索引 [code]idx[/code] 项。\n" +"[b]注意:[/b]被移除项后的项的索引将被移位 1。" #: doc/classes/PopupMenu.xml msgid "Sets the currently focused item as the given [code]index[/code]." @@ -57813,17 +58039,17 @@ msgid "" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually." msgstr "" -"设置索引[code]idx[/code]项是否有复选框。如果[code]false[/code],则将项目类型" -"设置为纯文本。\n" -"[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须" -"手动检查/不检查。" +"设置索引 [code]idx[/code] 项是否有复选框。如果为 [code]false[/code],则将项目" +"类型设置为纯文本。\n" +"[b]注意:[/b]可勾选项目只是显示一个复选标记,但没有任何内置的勾选行为,必须手" +"动勾选/取消。" #: doc/classes/PopupMenu.xml msgid "" "Sets the type of the item at the specified index [code]idx[/code] to radio " "button. If [code]false[/code], sets the type of the item to plain text." msgstr "" -"将指定索引[code]idx[/code]处的项目类型设置为单选按钮。如果[code]false[/" +"将指定索引[code]idx[/code]处的项目类型设置为单选按钮。如果为 [code]false[/" "code],则将项目类型设置为纯文本。" #: doc/classes/PopupMenu.xml @@ -57832,7 +58058,7 @@ msgid "" "would be displayed as a line. If [code]false[/code], sets the type of the " "item to plain text." msgstr "" -"将索引 [code]idx[/code]标记为分隔符,这意味着它将显示为一行。如果" +"将索引 [code]idx[/code]标记为分隔符,这意味着它将显示为一行。如果为 " "[code]false[/code],则将项目类型设置为纯文本。" #: doc/classes/PopupMenu.xml @@ -57849,7 +58075,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." -msgstr "替换指定[code]idx[/code]的纹理[Texture]图标。" +msgstr "替换指定 [code]idx[/code] 的纹理 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." @@ -57868,15 +58094,15 @@ msgstr "" msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." -msgstr "设置一个多态项目的状态。详见[method add_multistate_item]。" +msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。" #: doc/classes/PopupMenu.xml msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." -msgstr "为指定的项目[code]idx[/code]设置[ShortCut]。" +msgstr "为指定的项目 [code]idx[/code] 设置 [ShortCut]。" #: doc/classes/PopupMenu.xml msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." -msgstr "禁用指定索引[code]idx[/code]的[ShortCut]。" +msgstr "禁用指定索引 [code]idx[/code] 的 [ShortCut]。" #: doc/classes/PopupMenu.xml msgid "" @@ -57884,44 +58110,45 @@ msgid "" "name of a child [PopupMenu] node that would be shown when the item is " "clicked." msgstr "" -"将项目的子菜单设置为索引[code]idx[/code]。子菜单是一个子[PopupMenu]节点的名" -"称,在单击项目时显示该节点。" +"将项目的子菜单设置为索引 [code]idx[/code]。子菜单是一个子 [PopupMenu] 节点的" +"名称,在单击项目时显示该节点。" #: doc/classes/PopupMenu.xml msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." -msgstr "在指定的索引[code]idx[/code]处设置项目的[String]工具提示。" +msgstr "在指定的索引 [code]idx[/code] 处设置项目的 [String] 工具提示。" #: doc/classes/PopupMenu.xml msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." -msgstr "切换指定索引[code]idx[/code]项的检查状态。" +msgstr "切换指定索引 [code]idx[/code] 项的检查状态。" #: doc/classes/PopupMenu.xml msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." -msgstr "循环到一个多态项目的下一个状态。详见[method add_multistate_item]。" +msgstr "" +"循环到一个多态项目的下一个状态。详情请参阅 [method add_multistate_item]。" #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." -msgstr "如果为 [code]true[/code],允许用字母键导航[PopupMenu]。" +msgstr "如果为 [code]true[/code],允许用字母键导航 [PopupMenu]。" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." -msgstr "如果[code]true[/code],则在选中复选框或单选按钮时隐藏[PopupMenu]。" +msgstr "如果为 [code]true[/code],则在选中复选框或单选按钮时隐藏 [PopupMenu]。" #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." -msgstr "如果[code]true[/code],当一个项目被选中时隐藏[PopupMenu]。" +msgstr "如果为 [code]true[/code],当一个项目被选中时隐藏 [PopupMenu]。" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." -msgstr "如果[code]true[/code],则在选中状态项时隐藏[PopupMenu]。" +msgstr "如果为 [code]true[/code],则在选中状态项时隐藏 [PopupMenu]。" #: doc/classes/PopupMenu.xml msgid "" @@ -57929,16 +58156,16 @@ msgid "" "hovering. If the popup menu is added as a child of another (acting as a " "submenu), it will inherit the delay time of the parent menu item." msgstr "" -"设置鼠标悬停时子菜单项弹出的延迟时间(以秒为单位)。如果弹出菜单被添加为另一个" -"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" +"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个" +"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" #: doc/classes/PopupMenu.xml msgid "" "Emitted when user navigated to an item of some [code]id[/code] using " "[code]ui_up[/code] or [code]ui_down[/code] action." msgstr "" -"当用户使用[code]ui_up[/code]或[code]ui_down[/code]操作导航到某个[code]id[/" -"code]项时触发。" +"当用户使用 [code]ui_up[/code] 或 [code]ui_down[/code] 操作导航到某个 " +"[code]id[/code] 项时触发。" #: doc/classes/PopupMenu.xml msgid "" @@ -57954,7 +58181,7 @@ msgstr "当按下某个[code]index[/code]的项或激活其加速器时触发。 #: doc/classes/PopupMenu.xml msgid "The default text [Color] for menu items' names." -msgstr "菜单项名称的默认文本[Color]。" +msgstr "菜单项名称的默认文本 [Color]。" #: doc/classes/PopupMenu.xml msgid "" @@ -57962,8 +58189,8 @@ msgid "" "menu item name when defined. See [method get_item_accelerator] for more info " "on accelerators." msgstr "" -"文本[Color]用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更多" -"信息,请参阅[method get_item_accelerator]。" +"文本 [Color] 用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更" +"多信息,请参阅 [method get_item_accelerator]。" #: doc/classes/PopupMenu.xml msgid "[Color] used for disabled menu items' text." @@ -58147,14 +58374,14 @@ msgid "" "If you want to override this default, set this value to [code]false[/code], " "and the local [member portal_margin] will take effect." msgstr "" -"在大多数情况下,您会希望在Portal中使用默认的 [Portal] 边距(这是在 " +"在大多数情况下,您会希望在 Portal 中使用默认的 [Portal] 边距(这是在 " "[RoomManager] 中设置的)。\n" -"如果要覆盖这个默认值,把这个值设置为 [code]false[/code],本地的[member " -"portal_margin]就会生效。" +"如果要覆盖这个默认值,把这个值设置为 [code]false[/code],本地的 [member " +"portal_margin] 就会生效。" #: doc/classes/Position2D.xml msgid "Generic 2D position hint for editing." -msgstr "用于编辑的通用2D位置提示。" +msgstr "用于编辑的通用 2D 位置提示。" #: doc/classes/Position2D.xml msgid "" @@ -58162,8 +58389,9 @@ msgid "" "it displays as a cross in the 2D editor at all times. You can set cross' " "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" -"用于编辑的通用2D位置提示。它就像一个普通的[Node2D],但它在2D编辑器中始终显示" -"为一个十字。选择节点时,可以使用2D编辑器中的小控件来设置十字的视觉大小。" +"用于编辑的通用 2D 位置提示。它就像一个普通的 [Node2D],但它在 2D 编辑器中始终" +"显示为一个十字。选择节点时,可以使用 2D 编辑器中的小控件来设置十字的视觉大" +"小。" #: doc/classes/Position3D.xml msgid "Generic 3D position hint for editing." @@ -58755,12 +58983,12 @@ msgid "" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." msgstr "" -"该用户目录用于存储持久数据([code]user://[/code]文件系统)。如果留空," -"[code]user://[/code]将解析为Godot自己的配置文件夹中特定于项目的文件夹(请参阅" -"[method OS.get_user_data_dir])。如果定义了自定义目录名,将使用该名称并将其附" -"加到系统特定的用户数据目录(与[method OS.get_user_data_dir]中记录的Godot配置文" -"件夹相同的父文件夹)。\n" -"必须启用 [member application/config/use_custom_user_dir]设置才能使其生效。" +"这个用户目录用于存储持久数据([code]user://[/code]文件系统)。如果留空," +"[code]user://[/code] 将解析为 Godot 自己的配置文件夹中特定于项目的文件夹(见 " +"[method OS.get_user_data_dir])。如果定义了自定义目录名,将使用该名称并将其附" +"加到系统特定的用户数据目录(与 [method OS.get_user_data_dir] 中记录的 Godot " +"配置文件夹相同的父文件夹)。\n" +"必须启用 [member application/config/use_custom_user_dir] 设置才能使其生效。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58825,11 +59053,11 @@ msgid "" "effect. If [code]false[/code], the project will save user data to [code](OS " "user data directory)/Godot/app_userdata/(project name)[/code]." msgstr "" -"如果[code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅[member " -"application/config/custom_user_dir_name])。此设置仅在桌面平台上有效。必须在" -"[member application/config/custom_user_dir_name]设置中设置名称才能生效。如果" -"[code]false[/code],项目将把用户数据保存到[code](OS user data directory)/" -"Godot/app_userdata/(project name)[/code]。" +"如果为 [code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅" +"[member application/config/custom_user_dir_name])。此设置仅在桌面平台上有" +"效。必须在[member application/config/custom_user_dir_name]设置中设置名称才能" +"生效。如果为 [code]false[/code],项目将把用户数据保存到[code](OS user data " +"directory)/Godot/app_userdata/(project name)[/code]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58845,9 +59073,9 @@ msgid "" "default can impact compatibility with some external tools or plugins which " "expect the default [code].import[/code] folder." msgstr "" -"如果 [code]true[/code],项目将使用一个隐藏目录([code].import[/code])来存储" -"项目特定的数据(元数据、着色器缓存等)。\n" -"如果 [code]false[/code],将使用非隐藏目录 ([code]import[/code])。\n" +"如果为 [code]true[/code],项目将使用一个隐藏目录([code].import[/code])来存" +"储项目特定的数据(元数据、着色器缓存等)。\n" +"如果为 [code]false[/code],将使用非隐藏目录([code]import[/code])。\n" "[b]注意:[/b]更改此设置后重新启动应用程序。\n" "[b]注意:[/b]更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅当" "您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 " @@ -58899,9 +59127,9 @@ msgid "" "application/run/disable_stdout].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果 [code]true[/code],则禁用打印到标准错误。如果 [code]true[/code],这也会" -"隐藏由 [method @GDScript.push_error] 和 [method @GDScript.push_warning] 打印" -"的错误和警告消息。另见[member application/run/disable_stdout]。\n" +"如果为 [code]true[/code],则禁用打印到标准错误。如果为 [code]true[/code],这" +"也会隐藏由 [method @GDScript.push_error] 和 [method @GDScript.push_warning] " +"打印的错误和警告消息。另见[member application/run/disable_stdout]。\n" "对此设置的更改只会在重新启动应用程序时应用。" #: doc/classes/ProjectSettings.xml @@ -58911,7 +59139,7 @@ msgid "" "command line argument. See also [member application/run/disable_stderr].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果 [code]true[/code],则禁用打印到标准输出。这相当于使用 [code]--quiet[/" +"如果为 [code]true[/code],则禁用打印到标准输出。这相当于使用 [code]--quiet[/" "code] 命令行参数启动编辑器或项目。另见[member application/run/" "disable_stderr]。\n" "对此设置的更改只会在重新启动应用程序时应用。" @@ -58931,8 +59159,8 @@ msgid "" "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记录" -"和文件日志记录。\n" +"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记" +"录和文件日志记录。\n" "运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此" "设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每" "个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃" @@ -58966,15 +59194,16 @@ msgid "" "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" -"如果 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果" -"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数" -"游戏中这是非常无用的(并可能损害性能)。" +"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如" +"果视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多" +"数游戏中这是非常无用的(并可能损害性能)。" #: doc/classes/ProjectSettings.xml msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" +msgstr "" +"启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" #: doc/classes/ProjectSettings.xml msgid "Path to the main scene file that will be loaded when the project runs." @@ -59194,14 +59423,15 @@ msgstr "" msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." -msgstr "如果[code]true[/code],则在使用函数时启用警告,就像它是属性一样。" +msgstr "如果为 [code]true[/code],则在使用函数时启用警告,就像它是属性一样。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" -"如果[code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警告。" +"如果为 [code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警" +"告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59224,7 +59454,7 @@ msgstr "" msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." -msgstr "如果[code]true[/code],则在将属性当作函数使用时启用警告。" +msgstr "如果为 [code]true[/code],则在将属性当作函数使用时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59233,9 +59463,9 @@ msgid "" "argument). Such return values are sometimes used to denote possible errors " "using the [enum Error] enum." msgstr "" -"如果[code]true[/code],则在不使用函数返回值(通过将其赋值给变量或将其用作函数" -"参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的错" -"误。" +"如果为 [code]true[/code],则在不使用函数返回值(通过将其赋值给变量或将其用作函" +"数参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的" +"错误。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59243,8 +59473,8 @@ msgid "" "member variable that would shadow a variable at an upper level (such as a " "member variable)." msgstr "" -"如果[code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类成员" -"变量将在上层阴影变量(如成员变量)。" +"如果为 [code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类" +"成员变量将在上层阴影变量(如成员变量)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59252,8 +59482,8 @@ msgid "" "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " "statement." msgstr "" -"如果[code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如将" -"[code]2 + 2[/code]写成语句。" +"如果为 [code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如" +"将[code]2 + 2[/code]写成语句。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59261,19 +59491,19 @@ msgid "" "that has no effect on the surrounding code, such as writing [code]42 if " "active else 0[/code] as a statement." msgstr "" -"如果[code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告,例如" -"将[code]42(如果激活else 0[/code])写入语句。" +"如果为 [code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告," +"例如将[code]42(如果激活else 0[/code])写入语句。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." -msgstr "如果[code]true[/code],所有警告将被报告为错误。" +msgstr "如果为 [code]true[/code],所有警告将被报告为错误。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." -msgstr "如果[code]true[/code],则在使用以前没有赋值的变量时启用警告。" +msgstr "如果为 [code]true[/code],则在使用以前没有赋值的变量时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59281,60 +59511,60 @@ msgid "" "assignment operator like [code]+=[/code] if the variable wasn't previously " "assigned." msgstr "" -"如果[code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有赋" -"值)为变量赋值时启用警告。" +"如果为 [code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有" +"赋值)为变量赋值时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." msgstr "" -"如果[code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的" -"[code]return[/code]语句之后)。" +"如果为 [code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的" +"[code]return[/code]语句之后)。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" -"如果[code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启用警" -"告。" +"如果为 [code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启" +"用警告。" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when performing an unsafe cast." -msgstr "如果[code]true[/code],则在执行不安全的强制转换时启用警告。" +msgstr "如果为 [code]true[/code],则在执行不安全的强制转换时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" -"如果[code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。" +"如果为 [code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" -"如果[code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。" +"如果为 [code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." -msgstr "如果[code]true[/code],当一个函数参数未使用时,启用警告。" +msgstr "如果为 [code]true[/code],当一个函数参数未使用时,启用警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a member variable is unused." -msgstr "如果[code]true[/code],当一个成员变量未使用时,启用警告。" +msgstr "如果为 [code]true[/code],当一个成员变量未使用时,启用警告。" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a signal is unused." -msgstr "如果[code]true[/code],则在信号未使用时启用警告。" +msgstr "如果为 [code]true[/code],则在信号未使用时启用警告。" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a local variable is unused." -msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。" +msgstr "如果为 [code]true[/code],则在局部变量未使用时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59342,16 +59572,16 @@ msgid "" "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" -"如果 [code]true[/code],则在声明与函数同名的变量时启用警告。当 GDScript 支持" -"一流函数时,这将在未来版本中变成错误。" +"如果为 [code]true[/code],则在声明与函数同名的变量时启用警告。当 GDScript 支" +"持一流函数时,这将在未来版本中变成错误。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" -"如果[code]true[/code],则在将返回 [code]void[/code]的函数的结果赋值给变量时启" -"用警告。" +"如果为 [code]true[/code],则在将返回 [code]void[/code]的函数的结果赋值给变量" +"时启用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59435,43 +59665,42 @@ msgstr "最大的可视脚本调用堆栈,以避免无限递归。" msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." -msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“可见碰撞形状”时可见。" +msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“显示碰撞形状”时可见。" #: doc/classes/ProjectSettings.xml msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" -"设置当调试菜单中的启用 \"可见的碰撞形状\" 时,2D物理是否会在游戏中显示碰撞轮" -"廓。" +"设置当调试菜单中的启用“显示碰撞形状”时,2D 物理是否会在游戏中显示碰撞轮廓。" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." -msgstr "当在调试菜单中启用“可见碰撞形状”时,碰撞形状之间显示的最大接触点数。" +msgstr "当在调试菜单中启用“显示碰撞形状”时,碰撞形状之间显示的最大接触点数。" #: doc/classes/ProjectSettings.xml msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." -msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。" +msgstr "碰撞形状的颜色,当在调试菜单中启用“显示碰撞形状”时可见。" #: doc/classes/ProjectSettings.xml msgid "" "Color of the disabled navigation geometry, visible when \"Visible " "Navigation\" is enabled in the Debug menu." -msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" +msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“显示导航”时可见。" #: doc/classes/ProjectSettings.xml msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." -msgstr "导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" +msgstr "导航几何图形的颜色,在调试菜单中启用“显示导航”时可见。" #: doc/classes/ProjectSettings.xml msgid "Custom image for the mouse cursor (limited to 256×256)." -msgstr "鼠标光标的自定义图像(最大256×256)。" +msgstr "鼠标光标的自定义图像(最大 256×256)。" #: doc/classes/ProjectSettings.xml msgid "Hotspot for the custom mouse cursor image." @@ -59690,6 +59919,11 @@ msgid "" "- [code]2[/code] (snake_case): Converts the scene root name to snake_case " "casing." msgstr "" +"场景文件的默认命名风格,从场景根节点推导时使用。可能的选项有:\n" +"- [code]0[/code](自动):保持场景根节点名称,不修改大小写。\n" +"- [code]1[/code](PascalCase):将场景根节点名称转换为 PascalCase 驼峰风" +"格。\n" +"- [code]2[/code](snake_case):将场景根节点名称转换为 snake_case 蛇形风格。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59697,7 +59931,7 @@ msgid "" "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" -"对于项目特定的脚本模板的搜索路径。 Godot 将在编辑器的特定路径和此项目的路径中" +"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中" "搜索。" #: doc/classes/ProjectSettings.xml @@ -59730,8 +59964,8 @@ msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" -"[member ScrollContainer.scroll_deadzone],它将用于所有[ScrollContainer]s,除" -"非重写。" +"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除" +"非fug。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59757,8 +59991,8 @@ msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" -"如果[code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循界面" -"惯例。" +"如果为 [code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循" +"界面惯例。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59776,17 +60010,17 @@ msgstr "自定义 [Font] 资源的路径,用于项目的所有 GUI 元素的 #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], makes sure the theme used works with HiDPI." -msgstr "如果[code]true[/code],确保使用的主题将在HiDPI下工作。" +msgstr "如果为 [code]true[/code],确保使用的主题将在 HiDPI 下工作。" #: doc/classes/ProjectSettings.xml msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." -msgstr "在[Tree], [ItemList]等控件中为增量搜索设置计时器(以毫秒为单位)。" +msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。" #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." -msgstr "检测[TextEdit]空闲的计时器(单位为秒)。" +msgstr "检测 [TextEdit] 空闲的计时器(单位为秒)。" #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." @@ -59900,10 +60134,11 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认的在[Control](例如[ItemList]或[Tree])中下拉页面的[InputEventAction],与典" -"型桌面UI系统中[constant KEY_PAGEDOWN]的行为相匹配。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 " +"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹" +"配。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " +"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59914,10 +60149,11 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在[Control](例如[ItemList]或[Tree])中上移页面的[InputEventAction],与典型" -"桌面UI系统中[constant KEY_PAGEUP]的行为相匹配。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" -"内部逻辑所必需的。但是,可以修改分配给该操作的事件。" +"默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 " +"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹" +"配。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " +"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59964,12 +60200,12 @@ msgid "" "because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only in Android." msgstr "" -"如果 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷" +"如果为 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷" "新。\n" -"如果 [code]false[/code],此类事件将在引擎迭代之间每个空闲帧仅刷新一次。\n" +"如果为 [code]false[/code],此类事件将在引擎迭代之间每个空闲帧仅刷新一次。\n" "启用此功能可以大大提高对输入的响应能力,特别是在需要每个可见(空闲)帧运行多" "个物理帧的设备中,因为它们无法以目标帧速率运行。\n" -"[b]注:[/b] 目前仅在 Android 中实现。" +"[b]注意:[/b]目前仅在 Android 中实现。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60838,7 +61074,7 @@ msgid "" "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" -"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。 RID 是预先分配的," +"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的," "以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请" "增加此数字。" @@ -60966,11 +61202,11 @@ msgstr "使用TCP的连接尝试的超时(以秒为单位)。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." -msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位:千字节)。" +msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." -msgstr "[WebSocketClient] 输入缓冲区的最大尺寸,以 kiB 为单位。" +msgstr "[WebSocketClient] 输入缓冲区的最大尺寸(单位为 kiB)。" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." @@ -60978,7 +61214,7 @@ msgstr "[WebSocketClient] 的最大并发输入数据包数。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." -msgstr "[WebSocketClient]输出缓冲区的最大尺寸,以kiB为单位。" +msgstr "[WebSocketClient]输出缓冲区的最大尺寸(单位为 kiB)。" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." @@ -60986,7 +61222,7 @@ msgstr "[WebSocketClient]的最大并发输出数据包数量。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." -msgstr "[WebSocketServer]输入缓冲区的最大尺寸,以kiB为单位。" +msgstr "[WebSocketServer]输入缓冲区的最大尺寸(单位为 kiB)。" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." @@ -60994,7 +61230,7 @@ msgstr "[WebSocketServer] 的最大并发输入数据包数量。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." -msgstr "[WebSocketServer] 输出缓冲区的最大尺寸,以 kiB 为单位。" +msgstr "[WebSocketServer] 输出缓冲区的最大尺寸(单位为 kiB)。" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." @@ -61021,9 +61257,9 @@ msgid "" "bundle will be used.\n" "If in doubt, leave this setting empty." msgstr "" -"用于SSL连接的CA证书包。如果设置为非空值,这将[i]覆盖[/i]Godot默认的" +"用于 SSL 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Godot 默认的 " "[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-" -"certificates.crt]Mozilla证书包[/url]。如果留空,将使用默认的证书包。\n" +"certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n" "如果有疑问,让这个设置为空。" #: doc/classes/ProjectSettings.xml @@ -61559,8 +61795,8 @@ msgid "" "with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] " "skinning." msgstr "" -"如果 [code]true[/code],则在 CPU 而非 GPU 上执行 2D 蒙皮。这提供了与各种硬件" -"的更大兼容性,并且在某些情况下也可能更快。\n" +"如果为 [code]true[/code],则在 CPU 而非 GPU 上执行 2D 蒙皮。这提供了与各种硬" +"件的更大兼容性,并且在某些情况下也可能更快。\n" "当前仅在 [member rendering/batching/options/use_batching] 处于活动状态时可" "用。\n" "[b]注意:[/b]不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n" @@ -61576,8 +61812,8 @@ msgid "" "Consider using the project setting [member rendering/batching/precision/" "uv_contract] to prevent artifacts." msgstr "" -"如果 [code]true[/code],则在 2D 渲染中强制将顶点对齐到像素。可能有助于某些像" -"素艺术风格。\n" +"如果为 [code]true[/code],则在 2D 渲染中强制将顶点对齐到像素。可能有助于某些" +"像素艺术风格。\n" "这种捕捉是在顶点着色器中的 GPU 上执行的。\n" "考虑使用项目设置[member rendering/batching/precision/uv_contract] 来防止出现" "伪影。" @@ -61821,6 +62057,7 @@ msgstr "" "义。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "This is the maximum number of shaders that can be compiled (or reconstructed " "from cache) at the same time.\n" @@ -61836,9 +62073,8 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" "这是同一时间所能编译(或者从缓存中重建)的着色器的最大数量。\n" "在运行时,如果已经达到了这个数量,其他能够进行异步编译的着色器会直接使用它们" @@ -61852,14 +62088,31 @@ msgstr "" "义。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" +"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆" +"盖,取值非常保守。\n" +"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n" +"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/" +"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意" +"义。" + +#: doc/classes/ProjectSettings.xml +#, fuzzy +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" "默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆" "盖,取值非常保守。\n" @@ -61869,13 +62122,13 @@ msgstr "" "义。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" "超级着色器缓存所能增长到的最大大小,单位为兆字节。在启动时,会删除最久未用的" "条目,直到总大小到达范围内。\n" @@ -61884,13 +62137,30 @@ msgstr "" "义。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" +"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针" +"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n" +"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/" +"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意" +"义。" + +#: doc/classes/ProjectSettings.xml +#, fuzzy +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" "[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针" "对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n" @@ -61942,9 +62212,10 @@ msgstr "" "着色器也不会使用异步编译。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" @@ -61953,6 +62224,18 @@ msgstr "" "移动 GPU 通常不会支持超级着色器,因为其复杂度较高。" #: doc/classes/ProjectSettings.xml +#, fuzzy +msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" +"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为" +"移动设备禁用异步编译。\n" +"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。" + +#: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." @@ -62270,7 +62553,7 @@ msgid "" "VRAM-compressed textures will be exported on Android and iOS, increasing the " "data pack's size." msgstr "" -"如果 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程" +"如果为 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程" "序。\n" "[b]注意:[/b]两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 " "GLES2 时可能无法正常运行。特别是,GLES3 后端的某些功能在 GLES2 中不可用。启用" @@ -62307,9 +62590,8 @@ msgid "" "[member rendering/quality/filters/use_fxaa]." msgstr "" "如果设置为大于 [code]0.0[/code] 的值,对比度自适应锐化将应用于 3D 视口。这具" -"有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。 [code]0.5[/code] 附" -"近的值通常会给出最好的结果。另见 [member rendering/quality/filters/" -"use_fxaa]。" +"有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。[code]0.5[/code] 附近" +"的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62327,8 +62609,8 @@ msgstr "" "如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些" "情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为" "抖动模式会使无损压缩的屏幕截图更大。\n" -"[b]注意:[/b]仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必" -"须为 [code]true[/code] 才能使去色带有效。\n" +"[b]注意:[/b]仅在 GLES3 后端可用。[member rendering/quality/depth/hdr] 也必须" +"为 [code]true[/code] 才能使去色带有效。\n" "[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动" "平台时禁用此选项。" @@ -62354,10 +62636,10 @@ msgid "" "mobile as less memory bandwidth is used. If [code]false[/code], linear " "mipmap filtering (also called \"trilinear filtering\") is used." msgstr "" -"如果 [code]true[/code],则在使用 mipmap 时使用最近邻 mipmap 过滤(也称为“双线" -"性过滤”),这将导致 mipmap 阶段之间出现可见的接缝。由于使用较少的内存带宽,这" -"可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤(也" -"称为“三线性过滤”)。" +"如果为 [code]true[/code],则在使用 mipmap 时使用最近邻 mipmap 过滤(也称为“双" +"线性过滤”),这将导致 mipmap 阶段之间出现可见的接缝。由于使用较少的内存带宽," +"这可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤" +"(也称为“三线性过滤”)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62380,8 +62662,8 @@ msgid "" "framebuffer_allocation] on mobile devices, due to performance concerns or " "driver support." msgstr "" -"由于性能或驱动支持问题,在移动设备上对[member rendering/quality/" -"intended_usage/framebuffer_allocation]以低配数值覆盖。" +"由于性能或驱动支持问题,在移动设备上对 [member rendering/quality/" +"intended_usage/framebuffer_allocation] 以低配数值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62397,8 +62679,8 @@ msgid "" "Lower-end override for [member rendering/quality/lightmapping/" "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage." msgstr "" -"在移动设备上对[member rendering/quality/lightmapping/use_bicubic_sampling]进" -"行低端覆盖,以减少带宽使用。" +"在移动设备上对 [member rendering/quality/lightmapping/use_bicubic_sampling] " +"进行低端覆盖,以减少带宽使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62422,8 +62704,8 @@ msgid "" "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" -"如果 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模糊" -"变体。这些模糊的变体可以被粗糙的材质使用。" +"如果为 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模" +"糊变体。这些模糊的变体可以被粗糙的材质使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62444,7 +62726,7 @@ msgid "" "[b]Note:[/b] Low and mid range hardware do not support complex irradiance " "maps well and may crash if this is set too high." msgstr "" -"限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与[member " +"限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与 [member " "rendering/quality/reflections/high_quality_ggx] 类似,更大的尺寸会产生更高质" "量的辐照度贴图。使用高频 HDRI 贴图时使用较高的值,否则请尽可能降低该值。\n" "[b]注意:[/b]中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩" @@ -62715,8 +62997,8 @@ msgid "" "Try enabling this option if you see any visual anomalies in 3D (such as " "incorrect object visibility)." msgstr "" -"如果 [code]true[/code],则将在渲染和 Godot 物理中使用线程安全版本的 BVH(边界" -"体积层次结构)。\n" +"如果为 [code]true[/code],则将在渲染和 Godot 物理中使用线程安全版本的 BVH(边" +"界体积层次结构)。\n" "如果您在 3D 中看到任何视觉异常,例如不正确的可见性对象,请尝试启用此选项。" #: doc/classes/ProjectSettings.xml @@ -63135,7 +63417,7 @@ msgid "" "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" -"一个用于表示 3D 旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n" +"用于表示 3D 旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n" "它类似于 Basis,后者实现了旋转的矩阵表示,并且可以使用轴-角对或欧拉角进行参数" "化。Basis 可以存储旋转、缩放和错切,而 Quat 只存储旋转。\n" "由于它的紧凑性和在内存中的存储方式,某些操作(特别是获得轴角和执行 SLERP)更" @@ -63307,12 +63589,12 @@ msgid "" "[Basis] matrix. If a vector is transformed by an identity quaternion, it " "will not change." msgstr "" -"单位四元数,代表无旋转。等效于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" +"单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" "变换,它不会改变。" #: doc/classes/RandomNumberGenerator.xml msgid "A class for generating pseudo-random numbers." -msgstr "一个用于生成伪随机数的类。" +msgstr "用于生成伪随机数的类。" #: doc/classes/RandomNumberGenerator.xml msgid "" @@ -63336,8 +63618,8 @@ msgid "" msgstr "" "RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=http://www." "pcg-random.org/]PCG32[/url]。\n" -"[b]注:[/b]底层算法是实现细节。因此,跨 Godot 版本的可重复随机流不应该依赖于" -"此。\n" +"[b]注意:[/b]底层算法是实现细节。因此,跨 Godot 版本的可重复随机流不应该依赖" +"于此。\n" "要根据时间相关种子生成随机浮点数,在给定范围内:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" @@ -63345,7 +63627,7 @@ msgstr "" " rng.randomize()\n" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]\n" -"[b]注:[/b] [member seed] 和 [member state] 属性的默认值是伪随机的,在调用" +"[b]注意:[/b][member seed] 和 [member state] 属性的默认值是伪随机的,在调用 " "[method randomize] 时会发生变化。此处记录的 [code]0[/code] 值是一个占位符,而" "不是实际的默认种子。" @@ -63453,10 +63735,10 @@ msgstr "" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf())\n" -"var saved_state = rng.state # Store current state.\n" -"print(rng.randf()) # Advance internal state.\n" -"rng.state = saved_state # Restore the state.\n" -"print(rng.randf()) # Prints the same value as in previous.\n" +"var saved_state = rng.state # 保存当前状态。\n" +"print(rng.randf()) # 让内部状态发生步进。\n" +"rng.state = saved_state # 恢复状态。\n" +"print(rng.randf()) # 输出和之前一样的值。\n" "[/codeblock]\n" "[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能" "正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成" @@ -63495,20 +63777,20 @@ msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." -msgstr "如果[code]true[/code],[member value]可能大于[member max_value]。" +msgstr "如果为 [code]true[/code],[member value]可能大于[member max_value]。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." -msgstr "如果[code]true[/code],[member value]可能小于[member min_value]。" +msgstr "如果为 [code]true[/code],[member value]可能小于[member min_value]。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], and [code]min_value[/code] is greater than 0, " "[code]value[/code] will be represented exponentially rather than linearly." msgstr "" -"如果[code]true[/code],并且[code]min_value[/code]大于0,[code]value[/code]将" -"以指数方式而不是线性方式表示。" +"如果为 [code]true[/code],并且[code]min_value[/code]大于0,[code]value[/code]" +"将以指数方式而不是线性方式表示。" #: doc/classes/Range.xml msgid "" @@ -63542,7 +63824,7 @@ msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" -"如果 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。" +"如果为 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。" #: doc/classes/Range.xml msgid "" @@ -63838,7 +64120,7 @@ msgstr "射线的长度。" #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "If [code]true[/code], allow the shape to return the correct normal." -msgstr "如果 [code]true[/code],则允许形状返回正确的法线。" +msgstr "如果为 [code]true[/code],则允许形状返回正确的法线。" #: doc/classes/RayShape2D.xml msgid "Ray shape for 2D collisions." @@ -64029,7 +64311,7 @@ msgid "" "free references that are no longer in use. This means that unused references " "will linger on for a while before being removed." msgstr "" -"任何保持引用计数对象的基类。 [Resource] 和许多其他辅助对象继承了这个类。\n" +"任何保持引用计数对象的基类。[Resource] 和许多其他辅助对象继承了这个类。\n" "与其他 [Object] 类型不同,Reference 保留一个内部引用计数器,以便在不使用且仅" "在那时自动释放。因此,不需要使用 [method Object.free] 手动释放引用。\n" "在绝大多数用例中,您只需要实例化和使用 [Reference] 派生类型。此类中提供的方法" @@ -64077,8 +64359,8 @@ msgid "" "display a rectangle filled with a solid color, consider using [ColorRect] " "instead." msgstr "" -"矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。 [ReferenceRect] " -"没有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。" +"矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。[ReferenceRect] 没" +"有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。" #: doc/classes/ReferenceRect.xml msgid "Sets the border [Color] of the [ReferenceRect]." @@ -64178,8 +64460,8 @@ msgid "" "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" -"如果[code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果想" -"禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" +"如果为 [code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果" +"想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -64228,7 +64510,7 @@ msgid "" "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" -"如果[code]true[/code],反射将忽略天空的贡献。然后环境照明由" +"如果为 [code]true[/code],反射将忽略天空的贡献。然后环境照明由" "[code]internal_ambient_*[/code]属性控制。" #: doc/classes/ReflectionProbe.xml @@ -64364,61 +64646,63 @@ msgid "" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " "regular expressions online." msgstr "" -"正则表达式(或称regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如" -"URL、电子邮件地址、完整句子等。例如,一个[code]ab[0-9][/code]的正则表达式可以" -"找到[code]ab[/code]后面跟着[code]0[/code]到[code]9[/code]的任何数字的字符串。" -"要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n" -"首先,在使用RegEx对象之前,需要用[method compile] 对其进行搜索模式的编译。\n" +"正则表达式(或称 regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如 " +"URL、电子邮件地址、完整句子等。例如正则表达式 [code]ab[0-9][/code] 可以找到 " +"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符" +"串。要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n" +"首先,在使用 RegEx 对象之前,需要用 [method compile] 对其进行搜索模式的编" +"译。\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "[/codeblock]\n" -"在为表达式转义之前,必须先为GDScript转义搜索模式。例如,[code]compile(\"\\" -"\\d+\")[/code]会被RegEx读成[code]\\d+[/code]。同样,[code]compile(\"\\\"(?:\\" -"\\\\\\.|[^\\\"])*\\\")[/code]会被读作[code]\"(?:\\.|[^\"])*\"[/code]。\n" -"使用 [method search] ,你可以在给定的文本中匹配模式。如果匹配到一个模式,将返" -"回[RegExMatch],你可以使用[method RegExMatch.get_string]和[method RegExMatch." -"get_start]等方法检索结果的细节。\n" +"在为表达式转义之前,必须先为 GDScript 转义搜索模式。例如,[code]compile(\"\\" +"\\d+\")[/code] 会被 RegEx 读成 [code]\\d+[/code]。同样,[code]compile(\"\\" +"\"(?:\\\\\\\\.|[^\\\"])*\\\")[/code] 会被读作 [code]\"(?:\\.|[^\"])*\"[/" +"code]。\n" +"使用 [method search],你可以在给定的文本中匹配模式。如果匹配到一个模式,将返" +"回 [RegExMatch],你可以使用 [method RegExMatch.get_string] 和 [method " +"RegExMatch.get_start] 等方法检索结果的细节。\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "var result = regex.search(\"abc n-0123\")\n" "if result:\n" -" print(result.get_string()) # Would print n-0123\n" +" print(result.get_string()) # 会输出 n-0123\n" "[/codeblock]\n" -"捕获组的结果[code]()[/code]可以通过向[RegExMatch]中的各种方法传递组号来检索。" -"默认是组0,并且将总是指整个模式。在上面的例子中,调用[code]result." -"get_string(1)[/code]会得到[code]0123[/code]。\n" -"这个版本的RegEx也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组有" -"相同的名称,那么这个名称将只指第一个有匹配的组。\n" +"捕获组的结果 [code]()[/code] 可以通过向 [RegExMatch] 中的各种方法传递组号来检" +"索。默认是组 0,并且将总是指整个模式。在上面的例子中,调用 [code]result." +"get_string(1)[/code] 会得到 [code]0123[/code]。\n" +"这个版本的 RegEx 也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组" +"有相同的名称,那么这个名称将只指第一个有匹配的组。\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n" -"var result = regex.search(\"the number is x2f\")\n" +"var result = regex.search(\"数字是 x2f\")\n" "if result:\n" -" print(result.get_string(\"digit\")) # Would print 2f\n" +" print(result.get_string(\"digit\")) # 会输出 2f\n" "[/codeblock]\n" -"如果你需要处理多个结果,[method search_all]会生成一个所有不重叠的结果列表。为" -"了方便起见,这可以和一个[code]for[/code]循环结合起来。\n" +"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。" +"为了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" -"# Would print 01 03 0 3f 42\n" +"# 会输出 01 03 0 3f 42\n" "[/codeblock]\n" -"[b]使用RegEx分割字符串的例子:[/b]\n" +"[b]使用 RegEx 分割字符串的例子:[/b]\n" "[codeblock]\n" "var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" +"regex.compile(\"\\\\S+\") # 非空白字符类。\n" "var results = []\n" "for result in regex.search_all(\"One Two \\n\\tThree\"):\n" " results.push_back(result.get_string())\n" -"# The `results` array now contains \"One\", \"Two\", \"Three\".\n" +"# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n" "[/codeblock]\n" -"[b]注意:[/b]Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] " -"库。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" +"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/" +"url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" "pcre2pattern.html]这里[/url]。\n" -"[b]提示:[/b] 你可以使用[url=https://regexr.com/]Regexr[/url]来在线测试正则表" -"达式。" +"[b]提示:[/b] 你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则" +"表达式。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -64434,8 +64718,8 @@ msgid "" "compilation is successful. If an error is encountered, details are printed " "to standard output and an error is returned." msgstr "" -"编译并指定要使用的搜索模式。如果编译成功,返回[constant OK]。如果遇到错误,细" -"节将被打印到标准输出,并返回一个错误。" +"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误," +"细节将被打印到标准输出,并返回一个错误。" #: modules/regex/doc_classes/RegEx.xml msgid "Returns the number of capturing groups in compiled pattern." @@ -64463,9 +64747,9 @@ msgid "" "region to search within can be specified without modifying where the start " "and end anchor would be." msgstr "" -"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的[RegExMatch]容器,否" -"则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的" -"位置。" +"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的 [RegExMatch] 容器," +"否则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点" +"的位置。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -64474,9 +64758,9 @@ msgid "" "empty array is returned instead. The region to search within can be " "specified without modifying where the start and end anchor would be." msgstr "" -"在文本中搜索编译过的模式。为每个不重叠的结果返回一个[RegExMatch]容器数组。如" -"果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开始" -"和结束锚点的位置。" +"在文本中搜索编译过的模式。为每个不重叠的结果返回一个 [RegExMatch] 容器数组。" +"如果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开" +"始和结束锚点的位置。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -64487,14 +64771,14 @@ msgid "" "replacement). The region to search within can be specified without modifying " "where the start and end anchor would be." msgstr "" -"搜索文本中的编译模式,并将其替换为指定的字符串。诸如[code]$1[/code]和" -"[code]$name[/code]等转义和反向引用会被展开和解决。默认情况下,只有第一个实例" +"搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 " +"[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例" "被替换,但可以对所有实例进行修改(全局替换)。可以指定要搜索的区域,而不需要" "修改开始和结束锚的位置。" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." -msgstr "包含[RegEx]搜索的结果。" +msgstr "包含 [RegEx] 搜索的结果。" #: modules/regex/doc_classes/RegExMatch.xml msgid "" @@ -64503,8 +64787,9 @@ msgid "" "and range of the match and its capturing groups, and it can extract its " "substring for you." msgstr "" -"包含由[method RegEx.search]和[method RegEx.search_all]返回的单个[RegEx]匹配结" -"果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符串。" +"包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的单个 [RegEx] " +"匹配结果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符" +"串。" #: modules/regex/doc_classes/RegExMatch.xml msgid "" @@ -64515,8 +64800,8 @@ msgid "" "Returns -1 if the group did not match or doesn't exist." msgstr "" "返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字" -"符串名称(如果它是一个命名组)来检索。默认值为0,指的是整个表达式。\n" -"如果该组没有匹配或不存在,则返回-1。" +"符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" +"如果该组没有匹配或不存在,则返回 -1。" #: modules/regex/doc_classes/RegExMatch.xml msgid "Returns the number of capturing groups." @@ -64553,8 +64838,8 @@ msgid "" "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" -"一个命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同" -"的名称,该名称将指第一个匹配的组。" +"命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同的名" +"称,该名称将指第一个匹配的组。" #: modules/regex/doc_classes/RegExMatch.xml msgid "An [Array] of the match and its capturing groups." @@ -64570,7 +64855,7 @@ msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" -"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点。" +"RemoteTransform 将自己的 [Transform] 推送到场景中另一个 [Spatial] 派生节点。" #: doc/classes/RemoteTransform.xml msgid "" @@ -64579,8 +64864,8 @@ msgid "" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" -"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点(称为远" -"程节点)。\n" +"RemoteTransform 将自己的 [Transform] 推送到场景中另一个 [Spatial] 派生节点" +"(称为远程节点)。\n" "它可以被设置为更新另一个节点的位置、旋转和/或比例。它可以使用全局坐标或局部坐" "标。" @@ -64601,31 +64886,31 @@ msgstr "远程节点的节点位置 [NodePath],相对于 RemoteTransform 在 #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's position is updated." -msgstr "如果 [code]true[/code],则更新远程节点的位置。" +msgstr "如果为 [code]true[/code],则更新远程节点的位置。" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." -msgstr "如果 [code]true[/code],则更新远程节点的旋转。" +msgstr "如果为 [code]true[/code],则更新远程节点的旋转。" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." -msgstr "如果 [code]true[/code],则更新远程节点的比例。" +msgstr "如果为 [code]true[/code],则更新远程节点的比例。" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" -"如果 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地坐" -"标。" +"如果为 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地" +"坐标。" #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" -"RemoteTransform2D将自己的[Transform2D]推送到场景中另一个[CanvasItem]派生节" -"点。" +"RemoteTransform2D 将自己的 [Transform2D] 推送到场景中另一个 [CanvasItem] 派生" +"节点。" #: doc/classes/RemoteTransform2D.xml msgid "" @@ -64673,12 +64958,12 @@ msgid "" "free resources that are no longer in use. This means that unused resources " "will linger on for a while before being removed." msgstr "" -"资源是所有Godot特定资源类型的基类,主要作为数据容器。由于它们继承自" +"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。由于它们继承自 " "[Reference],资源被引用计数,并在不再使用时被释放。一旦从磁盘加载,它们也会被" -"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反," -"[Node]没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘" +"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与 [Node] 相反," +"[Node] 没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘" "上,也可以捆绑在另一个对象中,如[Node]或另一个资源。\n" -"[b]注意:[/b]在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" +"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" "行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" #: doc/classes/Resource.xml @@ -64728,7 +65013,7 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] This method is called automatically for built-in resources." msgstr "" -"发出[signal changed]更改信号。\n" +"发出 [signal changed] 更改信号。\n" "如果依赖该资源的外部对象应该被更新,那么每当该资源的状态发生变化(如属性的修" "改)时,必须手动调用该方法。\n" "该方法等同于。\n" @@ -64844,17 +65129,17 @@ msgid "" "as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with " "better efficiency on the graphics card." msgstr "" -"Godot使用ResourceFormatLoaders在编辑器或导出的游戏中加载资源。它们通过" -"[ResourceLoader]单例自动查询,或者在加载具有内部依赖性的资源时被查询。每个文" -"件类型可以作为不同的资源类型加载,因此在引擎中注册了多个" -"ResourceFormatLoaders。\n" +"Godot 使用 ResourceFormatLoader 在编辑器或导出的游戏中加载资源。它们通过 " +"[ResourceLoader] 单例自动查询,或者在加载具有内部依赖性的资源时被查询。每个文" +"件类型可以作为不同的资源类型加载,因此在引擎中注册了多个 " +"ResourceFormatLoader。\n" "扩展这个类允许你定义你自己的加载器。请确保尊重文档中的返回类型和值。你应该给" -"它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置的" -"ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可以" -"实现一个[ResourceFormatSaver]。\n" -"[b]注意:[/b]如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展" +"它一个带有 [code]class_name[/code] 的全局类名,这样它才能被注册。像内置的 " +"ResourceFormatLoader 一样,它将在加载其处理的类型的资源时被自动调用。你也可以" +"实现一个 [ResourceFormatSaver]。\n" +"[b]注意:[/b]如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展 " "[EditorImportPlugin]。选择一种方式而不是另一种方式,取决于该格式是否适合于最" -"终导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]" +"终导出的游戏。例如,最好先把 [code].png[/code] 纹理导入为 [code].stex[/code]" "([StreamTexture]),这样它们在显卡上的加载效率会更好。" #: doc/classes/ResourceFormatLoader.xml @@ -64906,8 +65191,8 @@ msgid "" "Error] constant in case of failure." msgstr "" "当引擎发现这个加载器是兼容的,就会加载一个资源。如果加载的资源是导入的结果," -"[code]original_path[/code]将针对源文件。成功时返回一个[Resource]对象,失败时" -"返回一个[enum Error]常量。" +"[code]original_path[/code] 将针对源文件。成功时返回一个 [Resource] 对象,失败" +"时返回一个 [enum Error] 常量。" #: doc/classes/ResourceFormatLoader.xml msgid "" @@ -64917,8 +65202,8 @@ msgid "" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" -"如果实现,重命名给定资源中的依赖项并保存它。 [code]renames[/code] 是一个将旧" -"的依赖路径映射到新的路径的 [code]{ String => String }[/code]的字典 。\n" +"如果实现,重命名给定资源中的依赖项并保存它。[code]renames[/code] 是一个将旧的" +"依赖路径映射到新的路径的 [code]{ String => String }[/code]的字典 。\n" "成功时返回 [constant OK],失败时返回 [enum Error] 常量。" #: doc/classes/ResourceFormatSaver.xml @@ -64944,8 +65229,8 @@ msgstr "" "默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/" "code](二进制)或其他内置格式,但您可以选择通过扩展这个类来创建自己的格式。请" "务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以" -"便它被注册。与内置的 ResourceFormatSavers 一样,它会在保存其识别类型的资源时" -"自动调用。你也可以实现一个 [ResourceFormatLoader]。" +"便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自" +"动调用。你也可以实现一个 [ResourceFormatLoader]。" #: doc/classes/ResourceFormatSaver.xml msgid "" @@ -64966,9 +65251,9 @@ msgid "" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" -"将给定的资源对象保存到目标[code]path[/code]处的文件。[code]flags[/code]是一个" -"由[enum ResourceSaver.SaverFlags]常量组成的位掩码。\n" -"成功时返回[constant OK],失败时返回[enum Error]常量。" +"将给定的资源对象保存到目标 [code]path[/code] 处的文件。[code]flags[/code] 是" +"一个由 [enum ResourceSaver.SaverFlags] 常量组成的位掩码。\n" +"成功时返回 [constant OK],失败时返回 [enum Error] 常量。" #: doc/classes/ResourceImporter.xml msgid "Base class for the implementation of core resource importers." @@ -65013,21 +65298,20 @@ msgid "" "granularity, which makes it mainly useful for displaying loading bars or " "percentages." msgstr "" -"交互式资源[Resource]加载器。这个对象在执行交互式加载时由[ResourceLoader]返" -"回。它允许以高粒度(high granularity)加载资源,这使得它主要用于显示加载条或" -"百分比。" +"交互式 [Resource] 加载器。这个对象在执行交互式加载时由 [ResourceLoader] 返" +"回。它允许以高粒度加载资源,这使得它主要用于显示加载条或百分比。" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." -msgstr "如果加载操作成功完成,返回加载的资源,否则为空[code]null[/code]。" +msgstr "如果加载操作成功完成,返回加载的资源,否则为 [code]null[/code]。" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." -msgstr "返回加载阶段。可以使用[method get_stage_count]查询阶段总数。" +msgstr "返回加载阶段。可以使用 [method get_stage_count] 查询阶段总数。" #: doc/classes/ResourceInteractiveLoader.xml msgid "" @@ -65090,14 +65374,14 @@ msgid "" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]." msgstr "" -"返回给定的[code]path[/code]是否存在已识别的资源。\n" -"一个可选的[code]type_hint[/code]可以用来进一步指定[ResourceFormatLoader]应该" -"处理的[Resource]类型。" +"返回给定的路径 [code]path[/code] 处是否存在已识别的资源。\n" +"一个可选的 [code]type_hint[/code] 可以用来进一步指定 [ResourceFormatLoader] " +"应该处理的 [Resource] 类型。" #: doc/classes/ResourceLoader.xml msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." -msgstr "返回给定[code]path[/code]处资源的依赖关系。" +msgstr "返回给定路径 [code]path[/code] 处资源的依赖关系。" #: doc/classes/ResourceLoader.xml msgid "Returns the list of recognized extensions for a resource type." @@ -65106,7 +65390,8 @@ msgstr "返回资源类型的已识别扩展名列表。" #: doc/classes/ResourceLoader.xml msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." -msgstr "[i]废弃的方法。[/i]使用[method has_cached]或[method exists]代替。" +msgstr "" +"[i]废弃的方法。[/i]请使用 [method has_cached] 或 [method exists] 代替。" #: doc/classes/ResourceLoader.xml msgid "" @@ -65290,7 +65575,7 @@ msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code] #: doc/classes/ResourceSaver.xml msgid "Save as big endian (see [member File.endian_swap])." -msgstr "保存为大端(参阅 [member File.endian_swap])。" +msgstr "保存为大端(见 [member File.endian_swap])。" #: doc/classes/ResourceSaver.xml msgid "" @@ -65304,7 +65589,7 @@ msgstr "" msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." -msgstr "接管保存的子资源的路径(见[method Resource.take_over_path])。" +msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。" #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." @@ -65468,7 +65753,7 @@ msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" -"安装自定义效果。 [code]effect[/code] 应该是一个有效的 [RichTextEffect]。" +"安装自定义效果。[code]effect[/code] 应该是一个有效的 [RichTextEffect]。" #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." @@ -65502,8 +65787,8 @@ msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" -"根据给定的[code][align][/code]值,添加一个[code]align[/code]标签。可能的值见" -"[enum Align]。" +"根据给定的 [code][align][/code] 值,添加一个 [code]align[/code] 标签。可能的" +"取值见 [enum Align]。" #: doc/classes/RichTextLabel.xml msgid "" @@ -65629,7 +65914,7 @@ msgid "" "add_text] will reset this to [code]false[/code]. Use instead [method " "append_bbcode] to preserve BBCode formatting." msgstr "" -"如果 [code]true[/code],标签使用 BBCode 格式。\n" +"如果为 [code]true[/code],标签使用 BBCode 格式。\n" "[b]注意:[/b]尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重置" "为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。" @@ -65670,7 +65955,7 @@ msgid "" "[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " "be removed in future versions." msgstr "" -"如果 [code]true[/code],标签的高度将自动更新以适应其内容。\n" +"如果为 [code]true[/code],标签的高度将自动更新以适应其内容。\n" "[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但" "在某些情况下不可靠,将在未来版本中删除。" @@ -65679,12 +65964,12 @@ msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" -"如果 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" +"如果为 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" "code]。" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label uses the custom font color." -msgstr "如果 [code]true[/code],则标签使用自定义字体颜色。" +msgstr "如果为 [code]true[/code],则标签使用自定义字体颜色。" #: doc/classes/RichTextLabel.xml msgid "" @@ -65703,18 +65988,18 @@ msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." msgstr "" -"如果 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完全" -"阻止滚动。见[method scroll_to_line]。" +"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完" +"全阻止滚动。见[method scroll_to_line]。" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." -msgstr "如果 [code]true[/code],则窗口向下滚动以自动显示新内容。" +msgstr "如果为 [code]true[/code],则窗口向下滚动以自动显示新内容。" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." -msgstr "如果 [code]true[/code],标签允许文本选择。" +msgstr "如果为 [code]true[/code],标签允许文本选择。" #: doc/classes/RichTextLabel.xml msgid "" @@ -65818,7 +66103,7 @@ msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" -"选定文本的颜色(当[member selection_enabled]为 [code]true[/code] 时使用)。" +"选定文本的颜色(当 [member selection_enabled] 为 [code]true[/code] 时使用)。" #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." @@ -65894,16 +66179,16 @@ msgid "" "themselves. They are used by and with the low-level Server classes such as " "[VisualServer]." msgstr "" -"RID类型用于访问资源的唯一整数ID。它们不透明,这意味着其本身并不授予对相关资源" -"的访问。它们被低级别的服务类使用,如[VisualServer]。" +"RID 类型用于访问资源的唯一整数 ID。它们不透明,这意味着其本身并不授予对相关资" +"源的访问。它们被低级别的服务类使用,如 [VisualServer]。" #: doc/classes/RID.xml msgid "" "Creates a new RID instance with the ID of a given resource. When not handed " "a valid resource, silently stores the unused ID 0." msgstr "" -"用给定资源的ID创建一个新的RID实例。当没有得到一个有效的资源时,默认存储未使用" -"的ID 0。" +"用给定资源的 ID 创建一个新的 RID 实例。当没有得到一个有效的资源时,默认存储未" +"使用的 ID 0。" #: doc/classes/RID.xml msgid "Returns the ID of the referenced resource." @@ -65966,7 +66251,7 @@ msgid "" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" "在不影响旋转的情况下添加恒定的方向力(即加速度)。\n" -"这相当于 [code]add_force(force, Vector3(0,0,0))[/code]。" +"相当于 [code]add_force(force, Vector3(0,0,0))[/code]。" #: doc/classes/RigidBody.xml msgid "" @@ -65988,7 +66273,7 @@ msgid "" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" "施加单一方向的冲量而不影响旋转。\n" -"这等价于[code]apply_impulse(Vector3(0,0,0), impulse)[/code]。" +"相当于 [code]apply_impulse(Vector3(0,0,0), impulse)[/code]。" #: doc/classes/RigidBody.xml msgid "" @@ -66025,8 +66310,9 @@ msgid "" "For performance, list of collisions is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为 [code]true[/" -"code],[member contacts_reported]设置得足够高,以检测所有碰撞。\n" +"返回一个与此碰撞的物体的列表。要求 [member contact_monitor] 设置为 " +"[code]true[/code],[member contacts_reported] 设置得足够高,以检测所有碰" +"撞。\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧在" "物理运算之前更新一次。可以考虑使用信号来代替。" @@ -66097,7 +66383,7 @@ msgid "" "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" -"如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member " +"如果为 [code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" "[b]注意:[/b]RigidBody3D 的模式[member mode] 为常量[constant MODE_CHARACTER] " "时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 " @@ -66108,7 +66394,7 @@ msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" -"如果[code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。参阅" +"如果为 [code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。参阅" "[member contacts_reported]。" #: doc/classes/RigidBody.xml @@ -66122,7 +66408,7 @@ msgid "" msgstr "" "将被记录的最大接触次数。需要将 [member contact_monitor] 设置为 [code]true[/" "code]。\n" -"[b]注:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将导致两个接触(每端一" +"[b]注意:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将导致两个接触(每端一" "个),平行面之间的碰撞将导致四个接触(每个角一个)。" #: doc/classes/RigidBody.xml @@ -66134,7 +66420,7 @@ msgid "" "small, fast-moving objects. Not using continuous collision detection is " "faster to compute, but can miss small, fast-moving objects." msgstr "" -"如果 [code]true[/code],则使用连续碰撞检测。\n" +"如果为 [code]true[/code],则使用连续碰撞检测。\n" "连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时" "纠正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不" "使用连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。" @@ -66146,9 +66432,9 @@ msgid "" "body will only move as determined by the [method _integrate_forces] " "function, if defined." msgstr "" -"如果 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除了" -"碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动(如" -"果已定义)。" +"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除" +"了碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动" +"(如果已定义)。" #: doc/classes/RigidBody.xml msgid "" @@ -66201,7 +66487,7 @@ msgstr "实体的质量。" #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." -msgstr "物体的模式。可能的值见[enum Mode]。" +msgstr "物体的模式。可能的取值见 [enum Mode]。" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml @@ -66220,8 +66506,8 @@ msgid "" "until woken up by another body through, for example, a collision, or by " "using the [method apply_impulse] or [method add_force] methods." msgstr "" -"如果 [code]true[/code],物体不会移动并且不会计算力,直到被另一个物体唤醒,例" -"如碰撞,或使用 [method apply_impulse] 或 [method add_force] 方法。" +"如果为 [code]true[/code],物体不会移动并且不会计算力,直到被另一个物体唤醒," +"例如碰撞,或使用 [method apply_impulse] 或 [method add_force] 方法。" #: doc/classes/RigidBody.xml msgid "" @@ -66285,22 +66571,23 @@ msgid "" "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" -"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" -"出的。需要将监控[member contact_monitor]设置为 [code]true[/code],且[member " -"contacts_reported]设置的足够高以检测所有碰撞。如果[MeshLibrary]有碰撞形状" -"[Shape],就会检测到[GridMap]。\n" -"[code]body_id[/code]由[PhysicsServer]使用的其他[PhysicsBody]或[MeshLibrary]的" -"[CollisionObject]的[RID]。\n" -"[code]body[/code] 其他[PhysicsBody]或[GridMap]的[Node](如果它存在于树中)。\n" -"[code]body_shape_index[/code] 由[PhysicsServer]使用的其他[PhysicsBody]或" -"[GridMap]的[Shape]的索引。用 [code]body." -"shape_owner_get_owner(body_shape_index)[/code]获取 [CollisionShape] 节点。\n" -"[code]local_shape[/code] 由[PhysicsServer]使用的这个刚体(RigidBody)的[Shape]" -"的索引。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取" -"[CollisionShape]节点。\n" -"[b]注意:[/b]当使用[ConcavePolygonShape]时,对于子弹的物理运算无法识别形状索" -"引。如果你需要形状指数,在使用[ConcavePolygonShape]和对于子弹的物理运算时,不" -"要使用多个[CollisionShape]。" +"当 [PhysicsBody] 或 [GridMap] 的一个形状 [Shape] 进入这个区域的一个形状 " +"[Shape] 时发出的。需要将监控 [member contact_monitor] 设置为 [code]true[/" +"code],且 [member contacts_reported] 设置的足够高以检测所有碰撞。如果 " +"[MeshLibrary] 有碰撞形状 [Shape],就会检测到 [GridMap]。\n" +"[code]body_id[/code] 由 [PhysicsServer] 使用的其他 [PhysicsBody] 或 " +"[MeshLibrary] 的 [CollisionObject] 的 [RID]。\n" +"[code]body[/code] 其他 [PhysicsBody] 或 [GridMap] 的 [Node](如果它存在于树" +"中)。\n" +"[code]body_shape_index[/code] 由 [PhysicsServer] 使用的其他 [PhysicsBody] 或 " +"[GridMap] 的 [Shape] 的索引。用 [code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape] 节点。\n" +"[code]local_shape[/code] 由 [PhysicsServer] 使用的这个 RigidBody 的 [Shape] " +"的索引。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获取 " +"[CollisionShape] 节点。\n" +"[b]注意:[/b]当使用 [ConcavePolygonShape] 时,对于子弹的物理运算无法识别形状" +"索引。如果你需要形状指数,在使用 [ConcavePolygonShape] 和对于子弹的物理运算" +"时,不要使用多个[CollisionShape]。" #: doc/classes/RigidBody.xml msgid "" @@ -66509,7 +66796,7 @@ msgid "" "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" -"如果[code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member " +"如果为 [code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" "[b]注意:[/b]RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会自" "动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/" @@ -66520,7 +66807,7 @@ msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" -"如果[code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅" +"如果为 [code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅" "[member contacts_reported]。" #: doc/classes/RigidBody2D.xml @@ -66556,7 +66843,7 @@ msgid "" "Aside from collision response, the body will only move as determined by the " "[method _integrate_forces] function." msgstr "" -"如果 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 " +"如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 " "[method _integrate_forces] 函数确定的方式移动。" #: doc/classes/RigidBody2D.xml @@ -66654,11 +66941,12 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" -"当与另一个[PhysicsBody2D]或[TileMap]的碰撞结束时发出的。需要将 [member " +"当与另一个 [PhysicsBody2D] 或 [TileMap] 的碰撞结束时发出的。需要将 [member " "contact_monitor] 设置为 [code]true[/code] 并将 [member contacts_reported] 设" -"置为足够高以检测所有碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到" +"置为足够高以检测所有碰撞。如果[TileSet] 有碰撞 [Shape2D],就会检测到 " "[TileMap]。\n" -"[code]body[/code] 其他[PhysicsBody2D]或[TileMap]的[Node](如果它存在于树中)。" +"[code]body[/code] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node](如果它存在于树" +"中)。" #: doc/classes/RigidBody2D.xml msgid "" @@ -66908,7 +67196,7 @@ msgid "" msgstr "" "为了使用入口遮挡剔除系统,您必须使用 [Room] 和 [Portal] 来构建您的关卡。在这" "些可以在运行时使用之前,它们必须经过一个简短的转换过程来构建 [code]room " -"graph[/code],这是入口剔除所需的运行时数据。 [code]portal graph[/code] 由 " +"graph[/code],这是入口剔除所需的运行时数据。[code]portal graph[/code] 由 " "[RoomManager] 节点控制,[RoomManager] 还包含整个入口系统通用的设置。" #: doc/classes/RoomManager.xml @@ -67015,7 +67303,7 @@ msgstr "" "请注意,已经转换为 [Portal] 节点(而不是 [MeshInstance])的 [Portal] 仍然需要" "遵循相同的命名约定,因为它们在转换过程中每次都会重新链接。\n" "建议您仅将对象放置在希望留在这些空间内的空间中 - 即 [code]portal mode[/code]" -"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。 " +"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。" "[code]GLOBAL[/code] 和 [code]ROAMING[/code] 对象最好放置在场景树的另一部分," "以避免混淆。有关portal模式的完整说明,请参阅 [CullInstance]。" @@ -67215,7 +67503,7 @@ msgstr "" #: doc/classes/RoomManager.xml msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." -msgstr "当在编辑器中使用portal工具时,显示[Portal]的边界。" +msgstr "当在编辑器中使用入口工具时,显示 [Portal] 的边界。" #: doc/classes/RoomManager.xml msgid "" @@ -67226,8 +67514,8 @@ msgid "" "Sometimes using the larger gameplay area of the secondary PVS may be " "preferable." msgstr "" -"当对象进入和退出游戏时接收游戏回调时,[b]游戏区域[/b]可以由[Room]的主要PVS" -"(潜在可见集)或次要PVS(主要PVS及其相邻的PVS)定义[Room])。\n" +"当对象进入和退出游戏时接收游戏回调时,[b]游戏区域[/b]可以由 [Room] 的主要 PVS" +"(潜在可见集)或次要 PVS(主要 PVS 及其相邻的 PVS)定义 [Room])。\n" "有时使用次要 PVS 的较大游戏区域可能更可取。" #: doc/classes/RoomManager.xml @@ -67235,8 +67523,8 @@ msgid "" "Use only [Portal]s at runtime to determine visibility. PVS will not be " "generated at [Room]s conversion, and gameplay notifications cannot be used." msgstr "" -"在运行时仅使用 [Portal] 来确定可见性。 [Room] 的转换不会产生 PVS,无法使用游" -"戏通知。" +"在运行时仅使用 [Portal] 来确定可见性。[Room] 的转换不会产生 PVS,无法使用游戏" +"通知。" #: doc/classes/RoomManager.xml msgid "" @@ -67252,7 +67540,7 @@ msgstr "仅使用 [Room] 的 PVS(潜在可见集)来确定可见性。" #: doc/classes/RootMotionView.xml msgid "Editor-only helper for setting up root motion in [AnimationTree]." -msgstr "在[AnimationTree]中设置根运动的仅编辑器可用的辅助工具。" +msgstr "在 [AnimationTree] 中设置根运动的仅编辑器可用的辅助工具。" #: doc/classes/RootMotionView.xml msgid "" @@ -67308,8 +67596,8 @@ msgid "" "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" -"如果 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y = " -"0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" +"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y " +"= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" #: doc/classes/SceneState.xml msgid "A script interface to a scene file's data." @@ -67339,16 +67627,16 @@ msgid "" "get_connection_count() - 1][/code]." msgstr "" "返回场景中的信号连接数。\n" -"用于查询其他[code]get_connection_*[/code]方法中的连接元数据的[code]idx[/code]" -"参数,其间隔时间为[code][0, get_connection_count() - 1][/code]。" +"用于查询其他 [code]get_connection_*[/code] 方法中的连接元数据的 [code]idx[/" +"code] 参数,范围是 [code][0, get_connection_count() - 1][/code]。" #: doc/classes/SceneState.xml msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" -"返回 [code]idx[/code] 处的信号的连接标志。请参阅 [enum Object.ConnectFlags] " -"常量。" +"返回 [code]idx[/code] 处的信号的连接标志。见 [enum Object.ConnectFlags] 常" +"量。" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." @@ -67362,7 +67650,7 @@ msgstr "返回 [code]idx[/code] 处的信号名称。" msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." -msgstr "返回拥有[code]idx[/code]处信号的节点的相对于根节点的路径。" +msgstr "返回拥有 [code]idx[/code] 处信号的节点的相对于根节点的路径。" #: doc/classes/SceneState.xml msgid "" @@ -67379,8 +67667,8 @@ msgid "" "1][/code]." msgstr "" "返回场景中节点的数量。\n" -"[code]idx[/code]参数用于在其他[code]get_node_*[/code]方法中查询节点数据,其间" -"隔为[code][0, get_node_count() - 1][/code]。" +"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据," +"范围为 [code][0, get_node_count() - 1][/code]。" #: doc/classes/SceneState.xml msgid "" @@ -67550,8 +67838,8 @@ msgstr "" "对给定组的每个成员调用 [code]method[/code]。您可以通过在方法调用结束时指定参" "数来将参数传递给 [code]method[/code]。此方法等效于使用 [constant " "GROUP_CALL_DEFAULT] 标志调用 [method call_group_flags]。\n" -"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共7个参数传递给这个方" -"法)。\n" +"[b]注意:[/b][code]method[/code] 最多只能有 5 个参数(总共 7 个参数传递给这个" +"方法)。\n" "[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method " "call_group] 将静默失败。\n" "[b]注意:[/b][method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 " @@ -67576,8 +67864,8 @@ msgstr "" "对给定组的每个成员调用 [code]method[/code],遵从给定的 [enum " "GroupCallFlags]。您可以通过在方法调用结束时指定参数来将参数传递给 " "[code]method[/code]。\n" -"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共8个参数传递给这个方" -"法)。\n" +"[b]注意:[/b][code]method[/code] 最多只能有 5 个参数(总共 8 个参数传递给这个" +"方法)。\n" "[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method " "call_group_flags] 将静默失败。\n" "[codeblock]\n" @@ -67697,8 +67985,8 @@ msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" -"如果最近的 [InputEvent] 被使用 [method set_input_as_handled] 设置为已处理,返" -"回 [code]true[/code]。" +"如果最近的 [InputEvent] 被使用 [method set_input_as_handled] 设置为已处理,则" +"返回 [code]true[/code]。" #: doc/classes/SceneTree.xml msgid "" @@ -67801,14 +68089,15 @@ msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes." msgstr "" -"如果 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见的。" +"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见" +"的。" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes." msgstr "" -"如果 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见" +"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见" "的。" #: doc/classes/SceneTree.xml @@ -67829,11 +68118,12 @@ msgid "" "and for manual [Mutex] protection when accessing the [MultiplayerAPI] from " "threads." msgstr "" -"如果 [code]true[/code](默认值),则在 [signal idle_frame] 期间启用此 " +"如果为 [code]true[/code](默认值),则在 [signal idle_frame] 期间启用此 " "SceneTree 的 [MultiplayerAPI] 自动轮询。\n" -"如果[code]false[/code],则需要手动调用[method MultiplayerAPI.poll]来处理网络" -"数据包并投递RPCs/RSETs。这允许在不同的循环(例如物理、线程、特定时间步长)中" -"运行 RPC/RSET,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" +"如果为 [code]false[/code],则需要手动调用 [method MultiplayerAPI.poll] 来处理" +"网络数据包并投递 RPC/RSET。这样就能够在不同的循环(例如物理、线程、特定时间步" +"长)中运行 RPC/RSET,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保" +"护。" #: doc/classes/SceneTree.xml msgid "" @@ -67845,11 +68135,11 @@ msgid "" "by default. Handling of networking-related events (connection, " "disconnection, new clients) is done by connecting to [SceneTree]'s signals." msgstr "" -"处理 RPC 系统的对等对象(设置后有效地启用网络)。根据peer本身的不同," -"[SceneTree]将成为网络服务器(检查[method is_network_server])并将根节点的网络" -"模式设置为master,或者它将成为根节点被设置为puppet的普通对等体。所有子节点默" -"认设置为继承网络模式。与网络相关的事件(连接、断开连接、新客户端)的处理是通" -"过连接到 [SceneTree] 的信号来完成的。" +"处理 RPC 系统的对等对象(设置后有效地启用网络)。根据对等体本身的不同," +"[SceneTree] 将成为网络服务器(检查 [method is_network_server])并将根节点的网" +"络模式设置为 master,或者它将成为根节点被设置为 puppet 的普通对等体。所有子节" +"点默认设置为继承网络模式。与网络相关的事件(连接、断开连接、新客户端)的处理" +"是通过连接到 [SceneTree] 的信号来完成的。" #: doc/classes/SceneTree.xml msgid "" @@ -67860,9 +68150,9 @@ msgid "" "- [method Node._process], [method Node._physics_process] and [method Node." "_input] will not be called anymore in nodes." msgstr "" -"如果[code]true[/code],[SceneTree]会暂停。这样做会有以下行为:\n" -"- 2D和3D物理将停止。这包括信号和碰撞检测。\n" -"- 节点不再调用[method Node._process]、[method Node._physics_process]和" +"如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n" +"- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n" +"- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 " "[method Node._input]。" #: doc/classes/SceneTree.xml @@ -67890,8 +68180,8 @@ msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" -"如果 [code]true[/code],则 [SceneTree] 的 [member network_peer] 拒绝新的传入" -"连接。" +"如果为 [code]true[/code],则 [SceneTree] 的 [member network_peer] 拒绝新的传" +"入连接。" #: doc/classes/SceneTree.xml msgid "The [SceneTree]'s root [Viewport]." @@ -67927,16 +68217,16 @@ msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" -"当这个[SceneTree]的[member network_peer]成功连接到一个服务器时发出。只在客户" -"端发出。" +"每当这个 [SceneTree] 的 [member network_peer] 成功连接到服务器时发出。只会在" +"客户端发出。" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" -"每当此 [SceneTree] 的 [member network_peer] 无法与服务器建立连接时发出。仅在" -"客户端上发出。" +"每当这个 [SceneTree] 的 [member network_peer] 无法建立与服务器的连接时发出。" +"只会在客户端发出。" #: doc/classes/SceneTree.xml msgid "" @@ -67955,7 +68245,8 @@ msgstr "每当单击全局菜单项时触发。" msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." -msgstr "在对[SceneTree]中的每个节点调用[method Node._process]之前立即发出。" +msgstr "" +"在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" #: doc/classes/SceneTree.xml msgid "" @@ -67964,9 +68255,9 @@ msgid "" "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" -"当这个[SceneTree]的[member network_peer]与一个新的对等体连接时发出。ID是新对" -"等体的对等体ID。当其他客户端连接到同一个服务器时,客户端会得到通知。当连接到" -"一个服务器时,客户端也会收到该服务器的这个信号(ID为1)。" +"每当这个 [SceneTree] 的 [member network_peer] 连上一个新的对等体时发出。ID 是" +"新对等体的对等体 ID。当有其他客户端连接到同一个服务器时,客户端会得到通知。当" +"连接到服务器时,客户端也会收到针对该服务器的这个信号(ID 为 1)。" #: doc/classes/SceneTree.xml msgid "" @@ -67974,8 +68265,8 @@ msgid "" "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" -"每当此 [SceneTree] 的 [member network_peer] 与对等方断开连接时发出。当其他客" -"户端与同一服务器断开连接时,客户端会收到通知。" +"每当这个 [SceneTree] 的 [member network_peer] 断开与对等体的连接时发出。当其" +"他客户端与同一服务器断开连接时,客户端会收到通知。" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is added to the [SceneTree]." @@ -68130,6 +68421,7 @@ msgid "" msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "[SceneTreeTween] is a tween managed by the scene tree. As opposed to " "[Tween], it does not require the instantiation of a node.\n" @@ -68144,24 +68436,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -68170,8 +68461,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -68179,16 +68471,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -68200,7 +68492,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" "[SceneTreeTween] 是由场景树管理的补间动画。与 [Tween] 相对,不需要实例化节" "点。\n" @@ -68301,15 +68593,18 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" "使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是" "在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 " @@ -68320,10 +68615,12 @@ msgstr "" "[method stop] 将其保留并重置。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -68372,14 +68669,14 @@ msgid "" msgstr "返回该 [SceneTreeTween] 目前是否正在执行,即未暂停且未完成。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" "返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 " "[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含" @@ -68432,19 +68729,19 @@ msgstr "" "的默认缓动类型。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" "这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n" "调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 " @@ -68537,12 +68834,13 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -68633,12 +68931,13 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -68688,14 +68987,14 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" "在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环" "时不会触发(见 [method set_loops])。\n" @@ -68704,19 +69003,21 @@ msgstr "" "留该 [SceneTreeTween]。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" "完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不" "会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。" #: doc/classes/SceneTreeTween.xml +#, fuzzy msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" "完成该 [SceneTreeTween] 的一步完成后触发,会提供这一步的索引号。一步指的是单" "个 [Tweener] 或一组并行执行的 [Tweener]。" @@ -68845,9 +69146,9 @@ msgstr "" "调用 [method Popup.popup] 方法之前配置其字段。\n" "[codeblock]\n" "func _ready():\n" -" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n" +" dialog.config(\"Node\", \"res://new_node.gd\") # 引擎内置类型\n" " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") " -"# For script types\n" +"# 脚本类型\n" " dialog.popup_centered()\n" "[/codeblock]" @@ -68857,19 +69158,19 @@ msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。" #: doc/classes/ScriptCreateDialog.xml msgid "Emitted when the user clicks the OK button." -msgstr "当用户点击OK按钮时发出。" +msgstr "当用户点击确定按钮时发出。" #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." -msgstr "Godot编辑器的脚本编辑器。" +msgstr "Godot 编辑器的脚本编辑器。" #: doc/classes/ScriptEditor.xml msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" -"[b]注意:[/b]这个类不应该被直接实例化。相反,使用[method EditorInterface." -"get_script_editor]来访问这个单例。" +"[b]注意:[/b]这个类不应该被直接实例化。相反,使用 [method EditorInterface." +"get_script_editor] 来访问这个单例。" #: doc/classes/ScriptEditor.xml msgid "Returns a [Script] that is currently active in editor." @@ -68891,8 +69192,8 @@ msgid "" "code]. The file extension can be omitted from [code]base_path[/code]. It " "will be added based on the selected scripting language." msgstr "" -"打开创建脚本的对话框。脚本将扩展[code]base_name[/code]。文件扩展名可以从" -"[code]base_path[/code]中省略。它将根据所选择的脚本语言添加。" +"打开创建脚本的对话框。脚本将扩展 [code]base_name[/code]。文件扩展名可以从 " +"[code]base_path[/code] 中省略。它将根据所选择的脚本语言添加。" #: doc/classes/ScriptEditor.xml msgid "" @@ -68922,8 +69223,8 @@ msgid "" "size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) " "versions are available." msgstr "" -"滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平 " -"([HScrollBar]) 和垂直 ([VScrollBar]) 版本。" +"滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平" +"([HScrollBar])和垂直([VScrollBar])版本。" #: doc/classes/ScrollBar.xml msgid "" @@ -68954,13 +69255,13 @@ msgid "" "they will upscale to the ScrollContainer's size if it's larger (scroll is " "invisible for the chosen dimension)." msgstr "" -"滚动容器节点,用于包含 [Control] 子节点。 滚动容器将在需要时自动创建滚动条子" -"项([HScrollBar]、[VScrollBar] 或两者),且仅在滚动容器区域内绘制控件。滚动条" -"将自动绘制在右侧或底部,即垂直或水平,并允许拖动以在滚动容器内移动可视控件及" -"其子项。滚动条还将根据控件相对于滚动容器的 [member Control.rect_min_size] 自" -"动调整抓取器的大小。与 [Panel] 控件配合使用效果很好。您可以将子项的大小标志设" -"置为 [code]EXPAND[/code],当滚动容器的大小更大(滚动对于所选维度不可见),它" -"们将放大到滚动容器的大小。" +"滚动容器节点,用于包含 [Control] 子节点。滚动容器将在需要时自动创建滚动条子项" +"([HScrollBar]、[VScrollBar] 或两者),且仅在滚动容器区域内绘制控件。滚动条将" +"自动绘制在右侧或底部,即垂直或水平,并允许拖动以在滚动容器内移动可视控件及其" +"子项。滚动条还将根据控件相对于滚动容器的 [member Control.rect_min_size] 自动" +"调整抓取器的大小。与 [Panel] 控件配合使用效果很好。您可以将子项的大小标志设置" +"为 [code]EXPAND[/code],当滚动容器的大小更大(滚动对于所选维度不可见),它们" +"将放大到滚动容器的大小。" #: doc/classes/ScrollContainer.xml msgid "" @@ -69017,8 +69318,8 @@ msgid "" "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" -"如果 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括间" -"接子项)以确保它们完全可见。" +"如果为 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括" +"间接子项)以确保它们完全可见。" #: doc/classes/ScrollContainer.xml msgid "The current horizontal scroll value." @@ -69026,7 +69327,7 @@ msgstr "当前水平滚动值。" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables horizontal scrolling." -msgstr "如果 [code]true[/code],启用水平滚动。" +msgstr "如果为 [code]true[/code],启用水平滚动。" #: doc/classes/ScrollContainer.xml msgid "The current vertical scroll value." @@ -69034,7 +69335,7 @@ msgstr "当前垂直滚动值。" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables vertical scrolling." -msgstr "如果 [code]true[/code],则启用垂直滚动。" +msgstr "如果为 [code]true[/code],则启用垂直滚动。" #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling stops." @@ -69056,7 +69357,7 @@ msgstr "2D 碰撞的分段形状。" msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." -msgstr "2D 碰撞的分段形状。由[code]a[/code] 和 [code]b[/code]两点组成。" +msgstr "2D 碰撞的分段形状。由 [code]a[/code] 和 [code]b[/code] 两点组成。" #: doc/classes/SegmentShape2D.xml msgid "The segment's first point position." @@ -69160,8 +69461,8 @@ msgid "" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" -"如果着色器在其代码中把这个参数定义为uniform,则返回 [code]true[/code]。\n" -"[b]注意:[/b][code]param[/code] 必须与代码中的uniform名称完全匹配。" +"如果着色器在其代码中把这个参数定义为 uniform,则返回 [code]true[/code]。\n" +"[b]注意:[/b][code]param[/code] 必须与代码中的 uniform 名称完全匹配。" #: doc/classes/Shader.xml msgid "" @@ -69188,9 +69489,9 @@ msgid "" "[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so " "care should be taken when using them." msgstr "" -"返回该着色器的自定义。自定义可以在Godot中用于添加着色器逻辑所需的GLSL预处理指" -"令(例如:扩展)。\n" -"[b]注意:[/b]自定义没有经过Godot着色器解析器的验证,所以使用时要注意。" +"返回该着色器的自定义。自定义可以在 Godot 中用于添加着色器逻辑所需的 GLSL 预处" +"理指令(例如:扩展)。\n" +"[b]注意:[/b]自定义没有经过 Godot 着色器解析器的验证,所以使用时要注意。" #: doc/classes/Shader.xml msgid "Mode used to draw all 3D objects." @@ -69228,14 +69529,15 @@ msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "Returns the current value set for this material of a uniform in the shader." -msgstr "返回在着色器中此uniform材质的当前值。" +msgstr "返回在着色器中此 uniform 材质的当前值。" #: doc/classes/ShaderMaterial.xml msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" -"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回 [code]true[/code]。" +"如果由 [code]name[/code] 标识的属性可以恢复到默认值,则返回 [code]true[/" +"code]。" #: doc/classes/ShaderMaterial.xml msgid "" @@ -69249,8 +69551,8 @@ msgid "" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" -"改变着色器中材质的uniform值。\n" -"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。" +"改变着色器中材质的 uniform 值。\n" +"[b]注意:[/b][code]param[/code] 必须与代码中的 uniform 名称完全匹配。" #: doc/classes/ShaderMaterial.xml msgid "The [Shader] program used to render this material." @@ -69265,7 +69567,8 @@ msgid "" "Base class for all 3D shape resources. Nodes that inherit from this can be " "used as shapes for a [PhysicsBody] or [Area] objects." msgstr "" -"所有3D形状资源的基类。继承于此的节点可以作为[PhysicsBody]或[Area]对象的形状。" +"所有3D形状资源的基类。继承于此的节点可以作为 [PhysicsBody] 或 [Area] 对象的形" +"状。" #: doc/classes/Shape.xml msgid "" @@ -69288,11 +69591,11 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes." -msgstr "所有2D形状的基类。" +msgstr "所有 2D 形状的基类。" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." -msgstr "所有2D形状的基类。所有的2D形状类型都继承于此。" +msgstr "所有 2D 形状的基类。所有的 2D 形状类型都继承于此。" #: doc/classes/Shape2D.xml msgid "" @@ -69419,7 +69722,7 @@ msgstr "" #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." -msgstr "如果 [code]true[/code],则此快捷方式有效。" +msgstr "如果为 [code]true[/code],则此快捷方式有效。" #: doc/classes/ShortCut.xml msgid "" @@ -69445,8 +69748,8 @@ msgid "" "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" -"骨架为管理骨骼提供了分层的界面,包括姿势、放松和动画(请参阅 [Animation])。" -"它还可以使用布娃娃物理。\n" +"骨架为管理骨骼提供了分层的界面,包括姿势、放松和动画(见 [Animation])。它还" +"可以使用布娃娃物理。\n" "骨骼相对于骨架的整体变换是由以下层次顺序决定的:放松姿势、自定义姿势和姿" "势。\n" "注意,下面的“全局姿势”是指骨骼相对于骨架的整体变换,所以它不是骨骼的实际全局" @@ -69457,7 +69760,7 @@ msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" -"添加一个骨骼,名称为 [code]name[/code]。 [method get_bone_count] 将成为骨骼索" +"添加一个骨骼,名称为 [code]name[/code]。[method get_bone_count] 将成为骨骼索" "引。" #: doc/classes/Skeleton.xml @@ -69511,9 +69814,9 @@ msgid "" "[b]Note:[/b] The parent bone returned will always be less than " "[code]bone_idx[/code]." msgstr "" -"返回在[code]bone_idx[/code]处的骨骼的父级索引。如果是-1,那么骨骼就没有父骨" -"骼。\n" -"[b]注意:[/b]返回的父骨骼将总是小于[code]bone_idx[/code]。" +"返回在 [code]bone_idx[/code] 处的骨骼的父级索引。如果是 -1,那么骨骼就没有父" +"骨骼。\n" +"[b]注意:[/b]返回的父骨骼将总是小于 [code]bone_idx[/code]。" #: doc/classes/Skeleton.xml msgid "" @@ -69543,7 +69846,7 @@ msgstr "设置骨骼 [code]bone_idx[/code] 的姿势变换。" #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." -msgstr "为骨骼[code]bone_idx[/code]设置休息变换。" +msgstr "为骨骼 [code]bone_idx[/code] 设置休息变换。" #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." @@ -69696,7 +69999,7 @@ msgid "" "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " "[method Skeleton.clear_bones_global_pose_override]." msgstr "" -"IK 效果应用于当前骨架骨骼链的插值。 [code]1.0[/code] 的值将完全覆盖所有骨架骨" +"IK 效果应用于当前骨架骨骼链的插值。[code]1.0[/code] 的值将完全覆盖所有骨架骨" "骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低于 " "[code]0.01[/code] 的值也调用 [method Skeleton." "clear_bones_global_pose_override]。" @@ -69732,12 +70035,12 @@ msgid "" "If [code]true[/code] overwrites the rotation of the tip bone with the " "rotation of the [member target] (or [member target_node] if defined)." msgstr "" -"如果[code]true[/code],则用 [member target] (或者如果定义了[member " +"如果为 [code]true[/code],则用 [member target](或者如果定义了 [member " "target_node]])的旋转覆盖尖端骨骼的旋转。" #: doc/classes/SkeletonIK.xml msgid "The name of the current root bone, the first bone in the IK chain." -msgstr "当前根骨的名称,即IK链中的第一个骨。" +msgstr "当前的根骨骼的名称,即 IK 链中的第一条骨骼。" #: doc/classes/SkeletonIK.xml msgid "" @@ -69755,8 +70058,8 @@ msgid "" "Target node [NodePath] for the IK chain. If available, the node's current " "[Transform] is used instead of the [member target] property." msgstr "" -"IK链的目标节点[NodePath]。如果有的话,将使用节点当前的[Transform],而不是" -"[member target]属性。" +"IK 链的目标节点 [NodePath]。如果有的话,将使用节点当前的 [Transform],而不是 " +"[member target] 属性。" #: doc/classes/SkeletonIK.xml msgid "" @@ -69772,8 +70075,8 @@ msgid "" "magnet target (pole target) when calculating the bone chain. Use the magnet " "position (pole target) to control the bending of the IK chain." msgstr "" -"如果[code]true[/code],指示IK求解器在解算器链时考虑次要磁铁目标(极点目标)。" -"使用磁铁位置(磁极目标)来控制IK链的弯曲。" +"如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目" +"标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。" #: doc/classes/Sky.xml msgid "The base class for [PanoramaSky] and [ProceduralSky]." @@ -69825,8 +70128,8 @@ msgid "" "as it is known to cause GPU hangs on certain systems." msgstr "" "辐射纹理尺寸为1024×1024像素。\n" -"[b]注意:[/b][constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系" -"统上会导致GPU挂起。" +"[b]注意:[/b][constant RADIANCE_SIZE_1024] 在检查器中没有公开,因为它在某些系" +"统上会导致 GPU 挂起。" #: doc/classes/Sky.xml msgid "" @@ -69835,12 +70138,12 @@ msgid "" "as it is known to cause GPU hangs on certain systems." msgstr "" "辐射纹理尺寸为2048×2048像素。\n" -"[b]注意:[/b][constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系" -"统上会导致GPU挂起。" +"[b]注意:[/b][constant RADIANCE_SIZE_2048] 没有在检查器中公开,因为它在某些系" +"统上会导致 GPU 挂起。" #: doc/classes/Sky.xml msgid "Represents the size of the [enum RadianceSize] enum." -msgstr "代表[enum RadianceSize]枚举的大小。" +msgstr "代表 [enum RadianceSize] 枚举的大小。" #: doc/classes/Slider.xml msgid "Base class for GUI sliders." @@ -69899,7 +70202,7 @@ msgstr "3D 中,两个 PhysicsBody 之间的滑动条。" #: doc/classes/SliderJoint.xml msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." -msgstr "在轴心对象的 X 轴上滑动。参阅 [Generic6DOFJoint]。" +msgstr "在轴心对象的 X 轴上滑动。另请参阅 [Generic6DOFJoint]。" #: doc/classes/SliderJoint.xml msgid "" @@ -69941,8 +70244,8 @@ msgid "" "linear_limit/lower_distance] and [member linear_limit/upper_distance] is " "surpassed." msgstr "" -"一旦超过[member linear_limit/lower_distance]和[member linear_limit/" -"upper_distance]所定义的极限,就会产生的阻尼量。" +"一旦超过 [member linear_limit/lower_distance] 和 [member linear_limit/" +"upper_distance] 所定义的极限,就会产生的阻尼量。" #: doc/classes/SliderJoint.xml msgid "" @@ -70025,7 +70328,7 @@ msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" -"为 [code]true[/code] 时 [SoftBody] 会进行物理模拟。可以通过设置为 " +"为 [code]true[/code] 时该 [SoftBody] 会进行物理模拟。可以通过设置为 " "[code]false[/code] 来暂停物理模拟。" #: doc/classes/SoftBody.xml @@ -70208,15 +70511,15 @@ msgstr "" msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." -msgstr "围绕轴(一个单位[Vector3])旋转局部变换,指定角度(弧度)。" +msgstr "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。" #: doc/classes/Spatial.xml msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians. The rotation axis is in object-local coordinate system." msgstr "" -"围绕轴(一个单位[Vector3])旋转本地变换,指定角度(弧度)。旋转轴是在物体的本" -"地坐标系中。" +"围绕轴(单位 [Vector3])旋转本地变换,指定角度(弧度)。旋转轴是在物体的本地" +"坐标系中。" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the X axis by angle in radians." @@ -70248,8 +70551,8 @@ msgid "" "transformation scale. Changes to the local transformation scale are " "preserved." msgstr "" -"设置节点是否使用[code](1, 1, 1)[/code]的比例或其本地变换比例。对本地变换比例" -"的改变会被保留下来。" +"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比" +"例的改变会被保留下来。" #: doc/classes/Spatial.xml msgid "" @@ -70268,7 +70571,7 @@ msgid "" "Sets whether the node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" -"设置节点是否通知它的局部变换变化。默认情况下,[Spatial]不会传播这一点。" +"设置节点是否通知它的局部变换变化。默认情况下,[Spatial] 不会传播这一点。" #: doc/classes/Spatial.xml msgid "" @@ -70276,26 +70579,26 @@ msgid "" "changes. [Spatial] will not propagate this by default, unless it is in the " "editor context and it has a valid gizmo." msgstr "" -"设置节点是否通知其全局和局部变换的变化。[Spatial]默认情况下不会传播,除非是在" -"编辑器上下文中,并且它有一个有效的gizmo。" +"设置节点是否通知其全局和局部变换的变化。[Spatial] 默认情况下不会传播,除非是" +"在编辑器上下文中,并且它有一个有效的控制器。" #: doc/classes/Spatial.xml msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." -msgstr "启用此节点的呈现。将[member visible]更改为 [code]true[/code]。" +msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。" #: doc/classes/Spatial.xml msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." -msgstr "将[code]local_point[/code]从该节点的本地空间转换为世界空间。" +msgstr "将 [code]local_point[/code] 从该节点的本地空间转换为世界空间。" #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." -msgstr "将[code]global_point[/code]从世界空间转换到这个节点的本地空间。" +msgstr "将 [code]global_point[/code] 从世界空间转换到这个节点的本地空间。" #: doc/classes/Spatial.xml msgid "" @@ -70305,15 +70608,15 @@ msgid "" "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) " "to the X coordinate." msgstr "" -"通过给定的偏移量[Vector3]改变节点的位置。\n" -"注意,平移[code]offset[/code]受节点比例因子(scale)的影响,所以如果按例如" -"[code](10,1,1)[/code]进行缩放,平移[code](2,0,0)[/code]实际上会在X坐标上增加" +"通过给定的偏移量 [Vector3] 改变节点的位置。\n" +"注意,平移 [code]offset[/code] 受节点缩放的影响,所以如果按例如 [code]" +"(10,1,1)[/code] 进行缩放,平移 [code](2,0,0)[/code] 实际上会在 X 坐标上增加 " "20 ([code]2 * 10[/code])。" #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3] in local space." -msgstr "通过给定的偏移量[Vector3]改变节点在局部空间中的位置。" +msgstr "通过给定的偏移量 [Vector3] 改变节点在局部空间中的位置。" #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." @@ -70343,17 +70646,18 @@ msgid "" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful." msgstr "" -"局部变换的旋转部分以弧度表示,以YXZ-Euler角的形式表示(X角、Y角、Z角)。\n" -"[b]注:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩阵" -"欧拉角参数化的三个独立参数,存储在[Vector3]数据结构中并不是因为旋转是一个矢" -"量,而是因为[Vector3]是一种方便存储3个浮点数的数据结构。因此,对旋转“向量”应" -"用仿射操作是没有意义的。" +"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z " +"角)。\n" +"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩" +"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个" +"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向" +"量”应用仿射操作是没有意义的。" #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." -msgstr "旋转部分局部变换为度,按YXZ-Euler角格式指定(X角、Y角、Z角)。" +msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。" #: doc/classes/Spatial.xml msgid "" @@ -70369,7 +70673,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." -msgstr "该节点相对于父节点的局部空间[Transform]。" +msgstr "该节点相对于父节点的局部空间 [Transform]。" #: doc/classes/Spatial.xml msgid "Local translation of this node." @@ -70381,8 +70685,8 @@ msgid "" "its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code])." msgstr "" -"如果[code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时" -"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 " +"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的" +"时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " "[code]true[/code])。" #: doc/classes/Spatial.xml @@ -70481,7 +70785,7 @@ msgid "" "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" -"如果 [code]true[/code],则启用指定的 [enum Feature]。 [SpatialMaterial]s 中可" +"如果为 [code]true[/code],则启用指定的 [enum Feature]。[SpatialMaterial] 中可" "用的许多功能需要在使用前启用。这样,只有在指定时才会产生使用该功能的成本。也" "可以通过将相应的成员设置为 [code]true[/code] 来启用功能。" @@ -70573,8 +70877,8 @@ msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" -"如果 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区域" -"变暗。" +"如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区" +"域变暗。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70593,8 +70897,8 @@ msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" -"如果 [code]true[/code],请使用 [code]UV2[/code] 坐标从[member ao_texture]中查" -"找。" +"如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] " +"中查找。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70641,9 +70945,9 @@ msgid "" "[b]Note:[/b] Clearcoat rendering is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" -"如果 [code]true[/code],则启用清漆渲染。在照明计算中添加二级透明通路,从而导" -"致添加镜面反射斑点。这使得材质看起来好像有一层透明层,可以是有光泽的也可以是" -"粗糙的。\n" +"如果为 [code]true[/code],则启用清漆渲染。在照明计算中添加二级透明通路,从而" +"导致添加镜面反射斑点。这使得材质看起来好像有一层透明层,可以是有光泽的也可以" +"是粗糙的。\n" "[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则" "透明涂层渲染不可见。" @@ -70670,8 +70974,8 @@ msgid "" "along the view ray to determine occlusion and parrallax. This can be very " "performance demanding, but results in more realistic looking depth mapping." msgstr "" -"如果 [code]true[/code],着色器将在沿视图射线的多个点上读取深度纹理以确定遮挡" -"和视差。这可能对性能要求很高,但会产生更逼真的深度映射。" +"如果为 [code]true[/code],着色器将在沿视图射线的多个点上读取深度纹理以确定遮" +"挡和视差。这可能对性能要求很高,但会产生更逼真的深度映射。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70681,8 +70985,8 @@ msgid "" "the same material. The value of [member depth_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" -"如果 [code]true[/code],则启用深度映射(也称为“视差映射”或“高度映射”)。另见 " -"[member normal_enabled]。\n" +"如果为 [code]true[/code],则启用深度映射(也称为“视差映射”或“高度映射”)。另" +"见 [member normal_enabled]。\n" "[b]注意:[/b]如果在同一材质上使用三平面贴图,则不支持深度贴图。如果启用 " "[member uv1_triplanar],则 [member depth_enabled] 的值将被忽略。" @@ -70692,8 +70996,8 @@ msgid "" "the depth effect. This may be necessary if you have encoded your binormals " "in a way that is conflicting with the depth effect." msgstr "" -"如果 [code]true[/code],则在深度效果中使用之前会翻转副法线的方向。如果你对你" -"的副法线的编码方式与深度效果有冲突,这可能是必要的。" +"如果为 [code]true[/code],则在深度效果中使用之前会翻转副法线的方向。如果你对" +"你的副法线的编码方式与深度效果有冲突,这可能是必要的。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70701,8 +71005,8 @@ msgid "" "the depth effect. This may be necessary if you have encoded your tangents in " "a way that is conflicting with the depth effect." msgstr "" -"如果 [code]true[/code],切线方向在深度效果中使用前会翻转。如果你对切线的编码" -"方式与深度效果有冲突,这可能是必要的。" +"如果为 [code]true[/code],切线方向在深度效果中使用前会翻转。如果你对切线的编" +"码方式与深度效果有冲突,这可能是必要的。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70753,9 +71057,9 @@ msgid "" "detail_mask]. This can be used to add variation to objects, or to blend " "between two different albedo/normal textures." msgstr "" -"如果[code]true[/code],启用细节叠加。Detail是基于[member detail_mask]在对象表" -"面混合的第二个纹理。这可以用来给物体增加变化,或者在两种不同的反射率/法线纹理" -"之间进行混合。" +"如果为 [code]true[/code],启用细节叠加。Detail是基于[member detail_mask]在对" +"象表面混合的第二个纹理。这可以用来给物体增加变化,或者在两种不同的反射率/法线" +"纹理之间进行混合。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70782,7 +71086,7 @@ msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" -"指定细节层是使用[code]UV[/code]还是[code]UV2[/code]。选项请参阅[enum " +"指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum " "DetailUV]。" #: doc/classes/SpatialMaterial.xml @@ -70820,11 +71124,11 @@ msgstr "" msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." -msgstr "指定要使用的淡入淡出类型。可以是任何一个[enum DistanceFadeMode]。" +msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's color. See [member emission_enabled]." -msgstr "发出的光的颜色。参阅[member emission_enabled]。" +msgstr "发出的光的颜色。参阅 [member emission_enabled]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70833,25 +71137,25 @@ msgid "" "[GIProbe] or [BakedLightmap] is used and this object is used in baked " "lighting." msgstr "" -"如果 [code]true[/code],物体会发光。发光使物体看起来更亮。如果使用 [GIProbe] " -"或 [BakedLightmap] 并且此对象用于烘焙照明,则该对象还可以将光投射到其他对象" -"上。" +"如果为 [code]true[/code],物体会发光。发光使物体看起来更亮。如果使用 " +"[GIProbe] 或 [BakedLightmap] 并且此对象用于烘焙照明,则该对象还可以将光投射到" +"其他对象上。" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's strength. See [member emission_enabled]." -msgstr "发出的光的强度。参阅[member emission_enabled]。" +msgstr "发出的光的强度。见 [member emission_enabled]。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." -msgstr "使用[code]UV2[/code]从[member emission_texture]中读取。" +msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。" #: doc/classes/SpatialMaterial.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" -"设置[member emission]与[member emission_texture]的交互方式。可以是加法或乘" -"法。选项参阅 [enum EmissionOperator] 。" +"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或" +"乘法。可选值见 [enum EmissionOperator] 。" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies how much surface emits light at a given point." @@ -70869,13 +71173,13 @@ msgstr "启用有符号距离场渲染着色器。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." -msgstr "如果[code]true[/code],则对象不接收环境光。" +msgstr "如果为 [code]true[/code],则对象不接收环境光。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." -msgstr "如果[code]true[/code],则对象不会收到投射到其上的阴影。" +msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70883,25 +71187,26 @@ msgid "" "the normal stays correct when using a non-uniform scale. Only enable if " "using non-uniform scaling." msgstr "" -"如果 [code]true[/code],着色器将计算额外的操作,以确保在使用非均匀比例时法线" -"保持正确。仅在使用非均匀缩放时启用。" +"如果为 [code]true[/code],着色器将计算额外的操作,以确保在使用非均匀比例时法" +"线保持正确。仅在使用非均匀缩放时启用。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." -msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。" +msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" -"如果[code]true[/code],则启用物体的透明度。参阅 [member params_blend_mode]。" +"如果为 [code]true[/code],则启用物体的透明度。参阅 [member " +"params_blend_mode]。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object is unaffected by lighting." -msgstr "如果 [code]true[/code],则物体不受光照影响。" +msgstr "如果为 [code]true[/code],则物体不受光照影响。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70909,8 +71214,8 @@ msgid "" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member params_point_size]." msgstr "" -"如果[code]true[/code],可以改变渲染点的大小。\n" -"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member " +"如果为 [code]true[/code],则可以改变渲染点的大小。\n" +"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。见 [member " "params_point_size]。" #: doc/classes/SpatialMaterial.xml @@ -70920,8 +71225,8 @@ msgid "" "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" -"如果 [code]true[/code],启用 \"阴影到不透明度 \"的渲染模式,在该模式下,光照" -"会修改 alpha,使阴影区域不透明,非阴影区域透明。对于在AR中把阴影叠加到相机画" +"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会" +"修改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画" "面上很有用。" #: doc/classes/SpatialMaterial.xml @@ -70960,8 +71265,8 @@ msgid "" "If [code]true[/code], triplanar mapping is calculated in world space rather " "than object local space. See also [member uv1_triplanar]." msgstr "" -"如果 [code]true[/code],则在世界空间而不是物体局部空间中计算三平面映射。另见 " -"[member uv1_triplanar]。" +"如果为 [code]true[/code],则在世界空间而不是物体局部空间中计算三平面映射。另" +"见 [member uv1_triplanar]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -70991,13 +71296,13 @@ msgid "" msgstr "" "设置镜面反射光叶的大小。镜面反射光叶是光源反射的亮点。\n" "[b]注意:[/b]这与 [member metallic] 不同,能量不守恒,所以在大多数情况下,应" -"该将其保留在 [code]0.5[/code]。请参阅 [member roughness]。" +"该将其保留在 [code]0.5[/code]。另请参阅 [member roughness]。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." -msgstr "用于指定对象的金属质感。此值乘[member metallic]。" +msgstr "用于指定对象的金属质感。此值乘 [member metallic]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71013,7 +71318,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], normal mapping is enabled." -msgstr "如果[code]true[/code],则启用法线映射。" +msgstr "如果为 [code]true[/code],则启用法线映射。" #: doc/classes/SpatialMaterial.xml msgid "The strength of the normal map's effect." @@ -71054,9 +71359,9 @@ msgid "" "Otherwise the scale is lost when billboarding. Only applies when [member " "params_billboard_mode] is [constant BILLBOARD_ENABLED]." msgstr "" -"如果 [code]true[/code],着色器将保持为网格缩放设置。否则,当做广告牌时,缩放" -"会丢失。仅在 [member params_billboard_mode] 为 [constant BILLBOARD_ENABLED] " -"时适用。" +"如果为 [code]true[/code],着色器将保持为网格缩放设置。否则,当做广告牌时,缩" +"放会丢失。仅在 [member params_billboard_mode] 为 [constant " +"BILLBOARD_ENABLED] 时适用。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71085,27 +71390,27 @@ msgstr "" msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." -msgstr "渲染背面时,不绘制对象的哪一面。参阅 [enum CullMode]。" +msgstr "渲染背面时,不绘制对象的哪一面。见 [enum CullMode]。" #: doc/classes/SpatialMaterial.xml msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" -"确定深度渲染发生的时间。请参阅深度绘制模式 [enum DepthDrawMode] 。另见" +"确定深度渲染发生的时间。请参阅深度绘制模式 [enum DepthDrawMode] 。另请参阅 " "[member flags_transparent]。" #: doc/classes/SpatialMaterial.xml msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." -msgstr "用于漫反射光散射的算法。参见 [enum DiffuseMode]。" +msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "" -"如果[code]true[/code],启用顶点生长设置。参见[member params_grow_amount]。" +"如果为 [code]true[/code],启用顶点生长设置。参见[member params_grow_amount]。" #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." @@ -71128,7 +71433,7 @@ msgid "" "If [code]true[/code], the shader will discard all pixels that have an alpha " "value less than [member params_alpha_scissor_threshold]." msgstr "" -"如果[code]true[/code],着色器将丢弃所有alpha值小于[member " +"如果为 [code]true[/code],着色器将丢弃所有alpha值小于[member " "params_alpha_scissor_threshold]的像素。" #: doc/classes/SpatialMaterial.xml @@ -71145,7 +71450,7 @@ msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]." msgstr "" -"如果 [code]true[/code],循环粒子动画。仅在使用 [constant " +"如果为 [code]true[/code],循环粒子动画。仅在使用 [constant " "BILLBOARD_PARTICLES] 时启用。参阅[member params_billboard_mode]。" #: doc/classes/SpatialMaterial.xml @@ -71168,8 +71473,8 @@ msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" -"如果[code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另一个" -"对象的距离淡出。" +"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另" +"一个对象的距离淡出。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71178,9 +71483,9 @@ msgid "" "backend, the material's roughness value will affect the blurriness of the " "refraction. Higher roughness values will make the refraction look blurrier." msgstr "" -"如果[code]true[/code],则启用折射效果。折射是根据来自物体后面的光线来扭曲透明" -"度的。当使用GLES3后端时,材质的粗糙度值会影响折射的模糊度。较高的粗糙度值会使" -"折射看起来更模糊。" +"如果为 [code]true[/code],则启用折射效果。折射是根据来自物体后面的光线来扭曲" +"透明度的。当使用GLES3后端时,材质的粗糙度值会影响折射的模糊度。较高的粗糙度值" +"会使折射看起来更模糊。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71217,7 +71522,7 @@ msgid "" "[b]Note:[/b] Rim lighting is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" -"如果 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮" +"如果为 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮" "度。\n" "[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则" "边缘光照不可见。" @@ -71226,7 +71531,7 @@ msgstr "" msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." -msgstr "纹理用于设置每个像素的边缘光照效果的强度。乘以[member rim]。" +msgstr "纹理用于设置每个像素的边缘光照效果的强度。乘以 [member rim]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71234,8 +71539,8 @@ msgid "" "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" -"渲染边缘效果时,混合光照色和反射色的数量。如果[code]0[/code]表示使用光色," -"[code]1[/code]表示使用反照色。一般来说,中间值的效果最好。" +"渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色," +"[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71244,21 +71549,21 @@ msgid "" "[member metallic]." msgstr "" "表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊" -"了反射。另请参阅[member metallic]。" +"了反射。另请参阅 [member metallic]。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." -msgstr "用于控制每个像素粗糙度的纹理。乘以[member roughness]。" +msgstr "用于控制每个像素粗糙度的纹理。乘以 [member roughness]。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" -"如果[code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然后出" -"现。" +"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然" +"后出现。" #: doc/classes/SpatialMaterial.xml msgid "The strength of the subsurface scattering effect." @@ -71269,7 +71574,7 @@ msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" -"用于控制次表面散射强度的纹理。存储在红色纹理通道中。乘以[member " +"用于控制次表面散射强度的纹理。存储在红色纹理通道中。乘以 [member " "subsurf_scatter_strength]。" #: doc/classes/SpatialMaterial.xml @@ -71280,13 +71585,13 @@ msgstr "传输效果使用的颜色。表示穿过物体的光。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the transmission effect is enabled." -msgstr "如果 [code]true[/code],则启用传输效果。" +msgstr "如果为 [code]true[/code],则启用传输效果。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the transmission effect per-pixel. Added to [member " "transmission]." -msgstr "纹理用于控制每个像素的传输效果。添加到[member transmission]。" +msgstr "纹理用于控制每个像素的传输效果。添加到 [member transmission]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71302,7 +71607,7 @@ msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" -"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的[code]UV[/code]。" +"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71317,12 +71622,12 @@ msgid "" "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" -"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" -"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹" -"理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这" -"通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多" -"的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合" -"纹理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" +"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" +"纹理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。" +"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更" +"多的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混" +"合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71336,7 +71641,7 @@ msgid "" "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" -"[code]UV2[/code]坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV2[/code] " +"[code]UV2[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV2[/code] " "中。这可以用来偏移纹理。" #: doc/classes/SpatialMaterial.xml @@ -71344,7 +71649,7 @@ msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function." msgstr "" -"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的[code]UV[/code]。" +"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71359,21 +71664,21 @@ msgid "" "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" -"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" -"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹" -"理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。" -"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更" -"多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间" -"混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" +"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" +"纹理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混" +"合。这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需" +"要更多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴" +"之间混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." -msgstr "如果[code]true[/code],则模型的顶点颜色将作为 sRGB 模式处理。" +msgstr "如果为 [code]true[/code],则模型的顶点颜色将作为 sRGB 模式处理。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." -msgstr "如果[code]true[/code],则使用顶点颜色作为反射率颜色。" +msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel color." @@ -71407,7 +71712,7 @@ msgstr "指定每像素清漆值的纹理。" msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." -msgstr "指定每个像素流图方向的纹理,用于[member anisotropy]。" +msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel ambient occlusion value." @@ -71443,15 +71748,15 @@ msgstr "指定每个像素细节法线的纹理。" #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum TextureParam] enum." -msgstr "表示[enum TextureParam]枚举的大小。" +msgstr "表示 [enum TextureParam] 枚举的大小。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV[/code] with the detail texture." -msgstr "使用[code]UV[/code]与细节纹理。" +msgstr "使用 [code]UV[/code] 与细节纹理。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] with the detail texture." -msgstr "使用[code]UV2[/code]与细节纹理。" +msgstr "使用 [code]UV2[/code] 与细节纹理。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member flags_transparent]." @@ -71459,19 +71764,19 @@ msgstr "用于设置 [member flags_transparent] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member emission_enabled]." -msgstr "用于设置[member emission_enabled]的常量。" +msgstr "用于设置 [member emission_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member normal_enabled]." -msgstr "用于设置[member normal_enabled]的常量。" +msgstr "用于设置 [member normal_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member rim_enabled]." -msgstr "用于设置[member rim_enabled]的常量。" +msgstr "用于设置 [member rim_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member clearcoat_enabled]." -msgstr "用于设置[member clearcoat_enabled]的常量。" +msgstr "用于设置 [member clearcoat_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member anisotropy_enabled]." @@ -71479,7 +71784,7 @@ msgstr "用于设置 [member anisotropy_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member ao_enabled]." -msgstr "用于设置[member ao_enabled]的常量。" +msgstr "用于设置 [member ao_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member depth_enabled]." @@ -71487,7 +71792,7 @@ msgstr "用于设置 [member depth_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member subsurf_scatter_enabled]." -msgstr "用于设置[member subsurf_scatter_enabled]的常量。" +msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member transmission_enabled]." @@ -71495,11 +71800,11 @@ msgstr "用于设置 [member transmission_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member refraction_enabled]." -msgstr "用于设置[member refraction_enabled]的常量。" +msgstr "用于设置 [member refraction_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member detail_enabled]." -msgstr "用于设置[member detail_enabled]的常量。" +msgstr "用于设置 [member detail_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71571,7 +71876,7 @@ msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" msgid "" "Vertex color is in sRGB space and needs to be converted to linear. Only " "applies in the GLES3 renderer." -msgstr "顶点颜色在sRGB空间,需要转成线性。仅适用于 GLES3 渲染器。" +msgstr "顶点颜色在 sRGB 空间,需要转成线性。仅适用于 GLES3 渲染器。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71600,28 +71905,28 @@ msgstr "" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." -msgstr "对所有通常会使用[code]UV[/code]的纹理查找使用三平面纹理查找。" +msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。" #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." -msgstr "对所有通常会使用[code]UV2[/code]的纹理查找使用三平面纹理查找。" +msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." -msgstr "使用[code]UV2[/code]坐标从[member ao_texture]中查找。" +msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." -msgstr "使用[code]UV2[/code]坐标,从[member emission_texture]中查找。" +msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。" #: doc/classes/SpatialMaterial.xml msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." -msgstr "使用alpha剪刀。由 [member params_use_alpha_scissor] 设置。" +msgstr "使用 Alpha 裁剪。由 [member params_use_alpha_scissor] 设置。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -71631,7 +71936,7 @@ msgstr "在三平面纹理查找中使用世界坐标而不是局部坐标。" #: doc/classes/SpatialMaterial.xml msgid "Forces the shader to convert albedo from sRGB space to linear space." -msgstr "强制着色器将反射率从sRGB空间转换为线性空间。" +msgstr "强制着色器将反射率从 sRGB 空间转换为线性空间。" #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." @@ -71659,7 +71964,7 @@ msgstr "漫散射忽略了粗糙度。" #: doc/classes/SpatialMaterial.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." -msgstr "当粗糙度增加时,将Lambert延伸到90度以上。" +msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。" #: doc/classes/SpatialMaterial.xml msgid "Attempts to use roughness to emulate microsurfacing." @@ -71704,10 +72009,10 @@ msgid "" "The [member ParticlesMaterial.anim_speed] or [member CPUParticles." "anim_speed] should also be set to a positive value for the animation to play." msgstr "" -"当分配给[Particles]和[CPUParticles]节点时用于粒子系统。启用" -"[code]particles_anim_*[/code]属性。\n" -"为了播放动画,[member ParticlesMaterial.anim_speed]或[member CPUParticles." -"anim_speed]也应该被设置为正值。" +"当分配给 [Particles] 和 [CPUParticles] 节点时用于粒子系统。启用 " +"[code]particles_anim_*[/code] 属性。\n" +"为了播放动画,[member ParticlesMaterial.anim_speed] 或 [member CPUParticles." +"anim_speed] 也应该被设置为正值。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the red channel of a texture." @@ -71723,7 +72028,7 @@ msgstr "用来读取纹理的蓝色通道。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." -msgstr "用来读取纹理的alpha通道。" +msgstr "用来读取纹理的 Alpha 通道。" #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." @@ -71804,8 +72109,8 @@ msgid "" "[b]Note:[/b] To get a regular hemisphere, the height and radius of the " "sphere must be equal." msgstr "" -"如果 [code]true[/code],则创建一个半球而不是一个完整的球体。\n" -"[b]注:[/b]要得到一个规则的半球,球体的高度和半径必须相等。" +"如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n" +"[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。" #: doc/classes/SphereMesh.xml msgid "Number of radial segments on the sphere." @@ -71902,7 +72207,7 @@ msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" -"如果 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。" +"如果为 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。" #: doc/classes/SpinBox.xml msgid "" @@ -71942,7 +72247,7 @@ msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" -"如果 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。" +"如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。" #: doc/classes/SplitContainer.xml msgid "" @@ -72165,7 +72470,7 @@ msgstr "" #: doc/classes/Sprite.xml msgid "If [code]true[/code], texture is centered." -msgstr "如果 [code]true[/code],纹理居中。" +msgstr "如果为 [code]true[/code],纹理居中。" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" @@ -72206,19 +72511,19 @@ msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" -"如果 [code]true[/code],则从较大的图集纹理中剪切纹理。参阅 [member " +"如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member " "region_rect]。" #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." -msgstr "如果 [code]true[/code],最外面的像素会变得模糊。" +msgstr "如果为 [code]true[/code],最外面的像素会变得模糊。" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" -"要显示的图集纹理区域。 [member region_enabled] 必须是 [code]true[/code]。" +"要显示的图集纹理区域。[member region_enabled] 必须是 [code]true[/code]。" #: doc/classes/Sprite.xml msgid "[Texture] object to draw." @@ -72254,7 +72559,7 @@ msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" -"如果 [code]true[/code],纹理将从较大的图集纹理中剪切。参阅 [member " +"如果为 [code]true[/code],纹理将从较大的图集纹理中剪切。参阅 [member " "region_rect]。" #: doc/classes/Sprite3D.xml @@ -72360,14 +72665,14 @@ msgstr "" msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." -msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。" +msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。" #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" -"如果 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。" +"如果为 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。" #: doc/classes/SpriteBase3D.xml msgid "" @@ -72915,7 +73220,7 @@ msgstr "一种错误状态,显示主机提交的SSL证书域与请求验证的 #: doc/classes/StreamPeerTCP.xml msgid "TCP stream peer." -msgstr "TCP流对等体。" +msgstr "TCP 流对等体。" #: doc/classes/StreamPeerTCP.xml msgid "" @@ -72989,11 +73294,11 @@ msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。" #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." -msgstr "[code].stex[/code]纹理." +msgstr "[code].stex[/code] 纹理。" #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." -msgstr "从[code].stex[/code]文件加载的纹理。" +msgstr "从 [code].stex[/code] 文件加载的纹理。" #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." @@ -73556,14 +73861,15 @@ msgstr "" "[/codeblock]" #: doc/classes/String.xml +#, fuzzy msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" "如果该字符串包含有效的整数,则返回 [code]true[/code]\n" @@ -73752,7 +74058,7 @@ msgstr "格式化数字,在小数点前具有 [code]digits[/code] 的确切数 #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." -msgstr "解码一个百分比编码的字符串。参阅[method percent_encode]。" +msgstr "解码一个百分比编码的字符串。见 [method percent_encode]。" #: doc/classes/String.xml msgid "" @@ -73768,7 +74074,7 @@ msgid "" "the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == " "\"this/is/path\"[/code]." msgstr "" -"如果字符串是路径,则在字符串末尾连接 [code]file[/code] 作为子路径。例如。 " +"如果字符串是路径,则在字符串末尾连接 [code]file[/code] 作为子路径。例如。" "[code]\"this/is\".plus_file(\"path\") == \"this/is/path\"[/code]。" #: doc/classes/String.xml @@ -73915,7 +74221,7 @@ msgid "" "If you need to split strings with more complex rules, use the [RegEx] class " "instead." msgstr "" -"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。 " +"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。" "[code]delimiter[/code] 可以是任意长度。\n" "如果指定了 [code]maxsplit[/code],它定义了从左边到 [code]maxsplit[/code] 的分" "割次数。默认值 [code]0[/code] 表示所有项目都被拆分。\n" @@ -74098,9 +74404,9 @@ msgid "" "[code]focus[/code] [StyleBox] more reusable across different nodes." msgstr "" "样式盒 StyleBox 是一种 [Resource],它提供了一个抽象基类,用于为 UI 绘制风格化" -"的框。 StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测" -"试指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点" -"击和运动信号将透过它传递至下层控件。\n" +"的框。StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测试" +"指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点击" +"和运动信号将透过它传递至下层控件。\n" "[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/" "code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、" "[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] " @@ -74273,8 +74579,7 @@ msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" -"返回给定的 [code]margin[/code] 的边框宽度。有关可能的值,请参阅 [enum " -"Margin]。" +"返回给定的 [code]margin[/code] 的边框宽度。可能的取值见 [enum Margin]。" #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." @@ -74284,23 +74589,22 @@ msgstr "返回所有四个边界中最小的边框宽度。" msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." -msgstr "" -"返回给定的 [code]corner[/code] 的半径。有关可能的值,请参阅 [enum Corner]。" +msgstr "返回给定的 [code]corner[/code] 的半径。可能的取值见 [enum Corner]。" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" -"返回给定的[code]margin[/code]的扩展边距的大小。可能的值见[enum Margin]。" +"返回给定的 [code]margin[/code] 的扩展边距的大小。可能的取值见 [enum Margin]。" #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" -"用给定的[code]margin[/code]设置边界宽度为[code]width[/code]像素。可能的值见" -"[enum Margin]。" +"用给定的 [code]margin[/code] 设置边界宽度为 [code]width[/code] 像素。可能的取" +"值见 [enum Margin]。" #: doc/classes/StyleBoxFlat.xml msgid "Sets the border width to [code]width[/code] pixels for all margins." @@ -74311,8 +74615,8 @@ msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" -"用给定的[code]corner[/code]设置角的半径为[code]radius[/code]像素。可能的值见" -"[enum Corner]。" +"用给定的 [code]corner[/code] 设置角的半径为 [code]radius[/code] 像素。可能的" +"取值见 [enum Corner]。" #: doc/classes/StyleBoxFlat.xml msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." @@ -74333,8 +74637,8 @@ msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" -"将给定的 [code]margin[/code] 的扩展边距设置为 [code]size[/code] 像素。有关可" -"能的值,请参阅 [enum Margin]。" +"将给定的 [code]margin[/code] 的扩展边距设置为 [code]size[/code] 像素。可能的" +"取值见 [enum Margin]。" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." @@ -74377,7 +74681,7 @@ msgstr "StyleBox的背景颜色。" #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." -msgstr "如果[code]true[/code],边框会淡入背景色。" +msgstr "如果为 [code]true[/code],边框会淡入背景色。" #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." @@ -74385,7 +74689,7 @@ msgstr "设置边框的颜色。" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." -msgstr "底部边框的宽度。" +msgstr "底边框的宽度。" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." @@ -74397,7 +74701,7 @@ msgstr "右边框的宽度。" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." -msgstr "顶部边框的宽度。" +msgstr "顶边框的宽度。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -74421,27 +74725,27 @@ msgstr "" msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." -msgstr "左下角的半径。如果[code]0[/code],则角不圆滑。" +msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。" #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." -msgstr "右下角的半径。如果[code]0[/code],则角不圆滑。" +msgstr "右下角的半径。如果为 [code]0[/code],则该角不圆滑。" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." -msgstr "左上角的半径。如果[code]0[/code],则角不圆滑。" +msgstr "左上角的半径。如果为 [code]0[/code],则该角不圆滑。" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." -msgstr "右上角的半径。如果[code]0[/code],则角不圆滑。" +msgstr "右上角的半径。如果为 [code]0[/code],则该角不圆滑。" #: doc/classes/StyleBoxFlat.xml msgid "Toggles drawing of the inner part of the stylebox." -msgstr "切换绘制StyleBox的内部部分。" +msgstr "切换绘制 StyleBox 的内部部分。" #: doc/classes/StyleBoxFlat.xml msgid "" @@ -74590,12 +74894,12 @@ msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" -"如果 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是水" -"平的。" +"如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是" +"水平的。" #: doc/classes/StyleBoxTexture.xml msgid "Texture-based nine-patch [StyleBox]." -msgstr "基于纹理的九宫格[StyleBox]。" +msgstr "基于纹理的九宫格 [StyleBox]。" #: doc/classes/StyleBoxTexture.xml msgid "" @@ -74612,37 +74916,34 @@ msgstr "" msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." -msgstr "" -"返回给定 [code]margin[/code] 的大小。有关可能的值,请参阅 [enum Margin]。" +msgstr "返回给定 [code]margin[/code] 的大小。可能的取值见 [enum Margin]。" #: doc/classes/StyleBoxTexture.xml msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" -"将给定的 [code]margin[/code] 的边距设置为 [code]size[/code] 像素。有关可能的" -"值,请参阅 [enum Margin]。" +"将给定的 [code]margin[/code] 的边距设置为 [code]size[/code] 像素。可能的取值" +"见 [enum Margin]。" #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" -"控制如何水平拉伸或平铺样式盒的纹理。有关可能的值,请参阅 [enum " -"AxisStretchMode]。" +"控制如何水平拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。" #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" -"控制如何垂直拉伸或平铺StyleBox的纹理。有关可能的值,请参阅 [enum " -"AxisStretchMode]。" +"控制如何垂直拉伸或平铺 StyleBox 的纹理。可能的取值见 [enum AxisStretchMode]。" #: doc/classes/StyleBoxTexture.xml msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." -msgstr "如果[code]true[/code],将绘制九宫格纹理的中心瓦片。" +msgstr "如果为 [code]true[/code],将绘制九宫格纹理的中心图块。" #: doc/classes/StyleBoxTexture.xml msgid "" @@ -74676,9 +74977,10 @@ msgid "" "This is also the value used as fallback for [member StyleBox." "content_margin_bottom] if it is negative." msgstr "" -"增加3×3 StyleBox的底边距。\n" -"更高的值意味着更多的源纹理被认为是3×3 box的底边的一部分。\n" -"如果[member StyleBox.content_margin_bottom]为负值,这个值也是作为后备值使用。" +"增加 3×3 StyleBox 的底边距。\n" +"更高的值意味着更多的源纹理被认为是 3×3 box的底边的一部分。\n" +"如果 [member StyleBox.content_margin_bottom] 为负值,这个值也是作为后备值使" +"用。" #: doc/classes/StyleBoxTexture.xml msgid "" @@ -74688,9 +74990,9 @@ msgid "" "This is also the value used as fallback for [member StyleBox." "content_margin_left] if it is negative." msgstr "" -"增加 3×3 StyleBox的左边距。\n" +"增加 3×3 StyleBox 的左边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box左边框的一部分。\n" -"如果[member StyleBox.content_margin_left]为负值,这个值也是作为后备值使用。" +"如果 [member StyleBox.content_margin_left] 为负值,这个值也是作为后备值使用。" #: doc/classes/StyleBoxTexture.xml msgid "" @@ -74700,9 +75002,10 @@ msgid "" "This is also the value used as fallback for [member StyleBox." "content_margin_right] if it is negative." msgstr "" -"增加 3×3 StyleBox的右边距。\n" +"增加 3×3 StyleBox 的右边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n" -"如果[member StyleBox.content_margin_right]为负值,这个值也是作为后备值使用。" +"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使" +"用。" #: doc/classes/StyleBoxTexture.xml msgid "" @@ -74712,9 +75015,9 @@ msgid "" "This is also the value used as fallback for [member StyleBox." "content_margin_top] if it is negative." msgstr "" -"增加 3×3 StyleBox的上边距。\n" +"增加 3×3 StyleBox 的上边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box上边框的一部分。\n" -"如果[member StyleBox.content_margin_top]为负值,这个值也是作为后备值使用。" +"如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。" #: doc/classes/StyleBoxTexture.xml msgid "Modulates the color of the texture when this style box is drawn." @@ -74833,8 +75136,7 @@ msgid "" "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/" "code] must contain 4 integers." msgstr "" -"指定[i]下一个[/i]顶点所使用的骨骼数组。 [code]bones[/code] 必须包含 4 个整" -"数。" +"指定[i]下一个[/i]顶点所使用的骨骼数组。[code]bones[/code] 必须包含 4 个整数。" #: doc/classes/SurfaceTool.xml msgid "" @@ -74921,9 +75223,9 @@ msgid "" "set and you fail to submit it for the first vertex, this information may not " "be used at all." msgstr "" -"指定[i]下一个[/i]顶点所使用的权重值。 [code]weights[/code] 必须包含 4 个值。" -"如果每个顶点都需要设置此信息,而您未能为第一个顶点提交此信息,此信息可能根本" -"就不会被使用。" +"指定[i]下一个[/i]顶点所使用的权重值。[code]weights[/code] 必须包含 4 个值。如" +"果每个顶点都需要设置此信息,而您未能为第一个顶点提交此信息,此信息可能根本就" +"不会被使用。" #: doc/classes/SurfaceTool.xml msgid "" @@ -75006,7 +75308,7 @@ msgid "" "be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "从顶点生成法线,因此您不必手动执行。如果 [code]flip[/code] 为 [code]true[/" -"code],则生成的法线将被反转。 [method generate_normals] 应在生成几何体[i]之后" +"code],则生成的法线将被反转。[method generate_normals] 应在生成几何体[i]之后" "[/i] 调用,在[i]之前[/i]使用 [method commit] 或 [method commit_to_arrays] 提" "交网格。为了正确显示法线贴图表面,您还必须使用 [method generate_tangents] 生" "成切线。\n" @@ -75187,7 +75489,7 @@ msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "If [code]true[/code], tabs can be rearranged with mouse drag." -msgstr "如果 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" +msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" #: doc/classes/TabContainer.xml msgid "" @@ -75201,8 +75503,8 @@ msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" -"如果 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和标" -"题被隐藏。" +"如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和" +"标题被隐藏。" #: doc/classes/TabContainer.xml msgid "" @@ -75210,8 +75512,8 @@ msgid "" "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" -"如果 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不是" -"仅考虑当前可见的一个。" +"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不" +"是仅考虑当前可见的一个。" #: doc/classes/TabContainer.xml msgid "" @@ -75301,13 +75603,13 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "The icon for the menu button (see [method set_popup])." -msgstr "菜单按钮的图标(见[method set_popup])。" +msgstr "菜单按钮的图标(见 [method set_popup])。" #: doc/classes/TabContainer.xml msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." -msgstr "当光标悬停时菜单按钮的图标(参阅 [method set_popup])。" +msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。" #: doc/classes/TabContainer.xml msgid "The style for the background fill." @@ -75334,7 +75636,7 @@ msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" -"简单的选项卡控制,类似于[TabContainer],但只负责绘制选项卡,不与子节点互动。" +"简单的选项卡控制,类似于 [TabContainer],但只负责绘制选项卡,不与子节点互动。" #: doc/classes/Tabs.xml msgid "Adds a new tab." @@ -75383,7 +75685,7 @@ msgstr "删除索引 [code]tab_idx[/code] 处的选项卡。" #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." -msgstr "如果 [code]true[/code],启用鼠标右键选择选项卡。" +msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。" #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." @@ -75410,7 +75712,7 @@ msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。" msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." -msgstr "如果 [code]true[/code],鼠标的滚轮可用于导航滚动视图。" +msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。" #: doc/classes/Tabs.xml msgid "The alignment of all tabs. See [enum TabAlign] for details." @@ -75474,7 +75776,7 @@ msgstr "选项卡之间的水平间隔。" #: doc/classes/Tabs.xml msgid "The icon for the close button (see [member tab_close_display_policy])." -msgstr "关闭按钮的图标(参阅 [member tab_close_display_policy])。" +msgstr "关闭按钮的图标(见 [member tab_close_display_policy])。" #: doc/classes/Tabs.xml msgid "Background of the close button when it's being hovered with the cursor." @@ -75643,11 +75945,11 @@ msgstr "取消当前选择。" #: doc/classes/TextEdit.xml msgid "Folds all lines that are possible to be folded (see [method can_fold])." -msgstr "折叠所有可能被折叠的行(参阅 [method can_fold])。" +msgstr "折叠所有可能被折叠的行(见 [method can_fold])。" #: doc/classes/TextEdit.xml msgid "Folds the given line, if possible (see [method can_fold])." -msgstr "如果可能,折叠给定的行(参阅 [method can_fold])。" +msgstr "如果可能,折叠给定的行(见 [method can_fold])。" #: doc/classes/TextEdit.xml msgid "Returns an array containing the line number of each breakpoint." @@ -75911,7 +76213,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], hides the line of the specified index." -msgstr "如果 [code]true[/code],隐藏指定索引的行。" +msgstr "如果为 [code]true[/code],隐藏指定索引的行。" #: doc/classes/TextEdit.xml msgid "" @@ -75973,43 +76275,43 @@ msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." -msgstr "如果 [code]true[/code],“空格”字符将具有可见表示形式。" +msgstr "如果为 [code]true[/code],“空格”字符将具有可见表示形式。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." -msgstr "如果 [code]true[/code],“制表符”字符将具有可见表示形式。" +msgstr "如果为 [code]true[/code],“制表符”字符将具有可见表示形式。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." -msgstr "如果 [code]true[/code],则折叠栏可见。这允许折叠缩进行。" +msgstr "如果为 [code]true[/code],则折叠栏可见。这允许折叠缩进行。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." msgstr "" -"如果 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行将" -"不可见。" +"如果为 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行" +"将不可见。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." -msgstr "如果 [code]true[/code],所选文本的所有匹配项都将突出显示。" +msgstr "如果为 [code]true[/code],所选文本的所有匹配项都将突出显示。" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." -msgstr "如果 [code]true[/code],则包含光标的行会突出显示。" +msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." -msgstr "如果 [code]true[/code],则显示小地图,提供源代码的概要。" +msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。" #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." @@ -76020,16 +76322,16 @@ msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" -"如果 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选文" -"本。" +"如果为 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选" +"文本。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" -"如果[code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被添" -"加。" +"如果为 [code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被" +"添加。" #: doc/classes/TextEdit.xml msgid "" @@ -76050,9 +76352,9 @@ msgid "" "If [code]false[/code], text can not be selected by the user or by the " "[method select] or [method select_all] methods." msgstr "" -"如果[code]true[/code],文本可以被选择。\n" -"如果[code]false[/code],用户或使用[method select]或[method select_all]方法都" -"不能选择文本。" +"如果为 [code]true[/code],文本可以被选择。\n" +"如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法" +"都不能选择文本。" #: doc/classes/TextEdit.xml msgid "" @@ -76065,22 +76367,22 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." -msgstr "如果 [code]true[/code],行号显示在文本的左侧。" +msgstr "如果为 [code]true[/code],行号显示在文本的左侧。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." msgstr "" -"如果 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 [code]0.25[/" -"code],从而使滚动更加平滑。" +"如果为 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 " +"[code]0.25[/code],从而使滚动更加平滑。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" -"如果 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。" +"如果为 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。" #: doc/classes/TextEdit.xml msgid "String value of the [TextEdit]." @@ -76094,7 +76396,7 @@ msgstr "垂直滚动的灵敏度。" msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." -msgstr "如果 [code]true[/code],当文本超出可见边缘时启用文本换行。" +msgstr "如果为 [code]true[/code],当文本超出可见边缘时启用文本换行。" #: doc/classes/TextEdit.xml msgid "Emitted when a breakpoint is placed via the breakpoint gutter." @@ -76302,16 +76604,16 @@ msgid "" "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" -"在指定的位置[code]position[/code]使用[VisualServer]API的[CanvasItem]来绘制纹" -"理。相当于[method VisualServer.canvas_item_add_texture_rect],在位置" -"[code]position[/code]有一个矩形,尺寸为这个[Texture]。" +"在指定的位置 [code]position[/code] 使用 [VisualServer] API 的 [CanvasItem] 来" +"绘制纹理。相当于 [method VisualServer.canvas_item_add_texture_rect],在位置 " +"[code]position[/code] 有一个矩形,尺寸为这个 [Texture]。" #: doc/classes/Texture.xml msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API. " "Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" -"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理。相当于方法 [method " +"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理。相当于 [method " "VisualServer.canvas_item_add_texture_rect]。" #: doc/classes/Texture.xml @@ -76319,16 +76621,16 @@ msgid "" "Draws a part of the texture using a [CanvasItem] with the [VisualServer] " "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" -"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理的一个部分。相当于方法 " -"[method VisualServer.canvas_item_add_texture_rect_region]。" +"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理的一个部分。相当于 [method " +"VisualServer.canvas_item_add_texture_rect_region]。" #: doc/classes/Texture.xml msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" -"返回一个 [Image],它是此 [Texture] 中数据的副本。 [Image] 图像可以直接访问和" -"操作。" +"返回一个 [Image],它是此 [Texture] 中数据的副本。[Image] 图像可以直接访问和操" +"作。" #: doc/classes/Texture.xml msgid "Returns the texture height." @@ -76662,7 +76964,7 @@ msgstr "返回纹理的深度。深度是第三个维度(通常是 Z 轴)。 msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." -msgstr "返回纹理当前使用的格式。详情见[enum Image.Format]。" +msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。" #: doc/classes/TextureLayered.xml msgid "" @@ -76689,8 +76991,8 @@ msgid "" "the texture. The [code]image[/code] must fit within the texture." msgstr "" "通过使用指定的[code]image[/code]的数据覆盖来部分设置指定的[code]layer[/code]" -"的数据。 [code]x_offset[/code] 和 [code]y_offset[/code] 确定 [Image] 在纹理上" -"\"stamped\" 标记的位置。 [code]image[/code] 必须适合纹理。" +"的数据。[code]x_offset[/code] 和 [code]y_offset[/code] 确定 [Image] 在纹理上" +"\"stamped\" 标记的位置。[code]image[/code] 必须适合纹理。" #: doc/classes/TextureLayered.xml msgid "" @@ -76711,7 +77013,7 @@ msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" -"[TextureArray] 的默认标记。 启用 [constant FLAG_MIPMAPS]、[constant " +"[TextureArray] 的默认标记。启用 [constant FLAG_MIPMAPS]、[constant " "FLAG_REPEAT] 和 [constant FLAG_FILTER]。" #: doc/classes/TextureLayered.xml @@ -76724,7 +77026,7 @@ msgstr "纹理将在创建时生成多级渐远纹理。" #: doc/classes/TextureLayered.xml msgid "Texture will repeat when UV used is outside the 0-1 range." -msgstr "当使用的UV超出0-1范围时,纹理将重复。" +msgstr "当使用的 UV 超出 0-1 范围时,纹理将重复。" #: doc/classes/TextureLayered.xml msgid "" @@ -76747,12 +77049,12 @@ msgid "" "of Godot's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" -"TextureProgress的工作原理与[ProgressBar]类似,但最多使用3个纹理,而不是Godot" -"的[Theme]资源。它可以用来创建水平、垂直和径向的进度条。" +"TextureProgress 的工作原理与 [ProgressBar] 类似,但最多使用 3 个纹理,而不是 " +"Godot 的 [Theme] 资源。它可以用来创建水平、垂直和径向的进度条。" #: doc/classes/TextureProgress.xml msgid "The fill direction. See [enum FillMode] for possible values." -msgstr "填充方向。有关可能的值,参阅[enum FillMode]。" +msgstr "填充方向。可能的取值见 [enum FillMode]。" #: doc/classes/TextureProgress.xml msgid "" @@ -76761,9 +77063,10 @@ msgid "" "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"如果[code]true[/code],Godot会像在[NinePatchRect]中那样处理条形纹理。使用" -"[code]stretch_margin_*[/code]属性,如[member stretch_margin_bottom]来设置九宫" -"格的3×3网格。当使用径向的[member fill_mode]时,这个设置将启用拉伸功能。" +"如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使" +"用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设" +"置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功" +"能。" #: doc/classes/TextureProgress.xml msgid "" @@ -76806,8 +77109,8 @@ msgid "" "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"九宫格底行的高度。边距为16意味着九宫格的底角和侧面将有16像素的高度。你可以单" -"独设置所有4个边距值,来创建具有非统一边框的面板。" +"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可" +"以单独设置所有 4 个边距值,来创建具有非统一边框的面板。" #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's left column." @@ -76838,12 +77141,12 @@ msgid "" "The [code]value[/code] property comes from [Range]. See [member Range." "value], [member Range.min_value], [member Range.max_value]." msgstr "" -"基于节点的[code]value[/code]和[member fill_mode]进行裁剪[Texture]。随着" -"[code]value[/code]的增加,纹理会被填满。当[code]value[/code]达到" -"[code]max_value[/code]时,它完全显示。如果[code]value[/code]等于" +"基于节点的 [code]value[/code] 和 [member fill_mode] 进行裁剪 [Texture]。随着 " +"[code]value[/code] 的增加,纹理会被填满。当 [code]value[/code] 达到 " +"[code]max_value[/code] 时,它完全显示。如果 [code]value[/code] 等于 " "[code]min_value[/code],它就完全不显示了。\n" -"[code]value[/code]属性来自[Range]。参阅[member Range.value], [member Range." -"min_value], [member Range.max_value]。" +"[code]value[/code] 属性来自 [Range]。见 [member Range.value]、[member Range." +"min_value]、[member Range.max_value]。" #: doc/classes/TextureProgress.xml msgid "" @@ -76851,12 +77154,12 @@ msgid "" "and [member texture_under] with fancy borders, to avoid transparent margins " "in your progress texture." msgstr "" -"[member texture_progress]的偏移量。对于带有花哨的边框的[member texture_over]" -"和[member texture_under]很有用,可以避免进度纹理的边缘透明。" +"[member texture_progress] 的偏移量。对于带有花哨的边框的 [member " +"texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。" #: doc/classes/TextureProgress.xml msgid "[Texture] that draws under the progress bar. The bar's background." -msgstr "在进度条下面绘制的[Texture]。即背景。" +msgstr "在进度条下面绘制的 [Texture]。即背景。" #: doc/classes/TextureProgress.xml msgid "" @@ -76878,7 +77181,7 @@ msgstr "将条形的 [code]texture_under[/code] 纹理的颜色相乘。" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from left to right." -msgstr "[member texture_progress]从左到右填充。" +msgstr "[member texture_progress] 从左到右填充。" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from right to left." @@ -76964,7 +77267,7 @@ msgstr "如果为 [code]true[/code],纹理缩放以适合其边界矩形。" msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." -msgstr "控件纹理在调整节点边界矩形时的行为。参阅[enum StretchMode]。" +msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。" #: doc/classes/TextureRect.xml msgid "The node's [Texture] resource." @@ -77100,14 +77403,14 @@ msgid "" "Returns all the [Color] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_color] and/or [method get_color_list]." msgstr "" -"返回所有的[Color]类型为[PoolStringArray],其中填充了唯一类型名称,供[method " -"get_color]和/或[method get_color_list]使用。" +"返回所有的 [Color] 类型为 [PoolStringArray],其中填充了唯一类型名称,供 " +"[method get_color] 和/或 [method get_color_list] 使用。" #: doc/classes/Theme.xml msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的常量。" +msgstr "如果主题有 [code]node_type[/code],返回 [code]name[/code] 处的常量。" #: doc/classes/Theme.xml msgid "" @@ -77115,8 +77418,8 @@ msgid "" "name, for use in [method get_constant], if the theme has [code]node_type[/" "code]." msgstr "" -"如果主题有[code]node_type[/code],将所有常量作为[PoolStringArray]返回,并填充" -"每个常量的名称,以供[method get_constant]使用。" +"如果主题有 [code]node_type[/code],将所有常量作为 [PoolStringArray] 返回,并" +"填充每个常量的名称,以供 [method get_constant] 使用。" #: doc/classes/Theme.xml msgid "" @@ -77142,8 +77445,8 @@ msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]node_type[/code]." msgstr "" -"如果主题有[code]node_type[/code],将所有的[Font]作为[PoolStringArray]返回,并" -"填入每个[Font]的名称,以供[method get_font]使用。" +"如果主题有 [code]node_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返" +"回,并填入每个 [Font] 的名称,以供 [method get_font] 使用。" #: doc/classes/Theme.xml msgid "" @@ -77332,9 +77635,9 @@ msgid "" "[code]name[/code] is in [code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果一个[code]data_type[/code]的主题项目与[code]name[/code]在" -"[code]node_type[/code]中,则返回 [code]true[/code]。\n" -"如果该主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果一个 [code]data_type[/code] 的主题项目与 [code]name[/code] 在 " +"[code]node_type[/code] 中,则返回 [code]true[/code]。\n" +"如果该主题没有 [code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -77352,7 +77655,7 @@ msgid "" "themes together without modifying either one, create a new empty theme and " "merge the other two into it one after another." msgstr "" -"用[code]other[/code][Theme]的值添加缺失的,和覆盖现有的定义。\n" +"用 [code]other[/code] [Theme]的值添加缺失的,和覆盖现有的定义。\n" "[b]注意:[/b]这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个主" "题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。" @@ -77371,8 +77674,8 @@ msgid "" "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Color]重命名为" -"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法将失败。" +"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Color] 重命" +"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。" #: doc/classes/Theme.xml msgid "" @@ -77380,8 +77683,8 @@ msgid "" "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有[code]node_type[/code],则将[code]old_name[/code]的常量重命名为" -"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" +"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的常量重命名为 " +"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml msgid "" @@ -77389,8 +77692,8 @@ msgid "" "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Font]重命名为" -"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" +"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Font] 重命" +"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml msgid "" @@ -77398,8 +77701,8 @@ msgid "" "has [code]node_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" -"如果主题有[code]node_type[/code],将[code]old_name[/code]的图标重命名为" -"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" +"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的图标重命名为 " +"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml msgid "" @@ -77407,8 +77710,8 @@ msgid "" "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有[code]node_type[/code],则将[StyleBox]在[code]old_name[/code]重命名" -"为[code]name[/code]。如果[code]name[/code]已经被占用,此方法会失败。" +"如果主题有 [code]node_type[/code],则将 [StyleBox] 在 [code]old_name[/code] " +"重命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,此方法会失败。" #: doc/classes/Theme.xml msgid "" @@ -77426,7 +77729,7 @@ msgid "" "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]node_type[/code]中的[code]name[/code]处,设置主题的[Color]为" +"在 [code]node_type[/code] 中的 [code]name[/code] 处,设置主题的[Color]为" "[code]color[/code]。\n" "如果主题没有[code]node_type[/code],则创建该节点。" @@ -77436,7 +77739,7 @@ msgid "" "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]node_type[/code]中的[code]name[/code]处,将主题的常量设置为" +"在 [code]node_type[/code] 中的 [code]name[/code] 处,将主题的常量设置为" "[code]constant[/code]。\n" "如果主题没有,则创建[code]node_type[/code]。" @@ -77446,7 +77749,7 @@ msgid "" "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]node_type[/code]中的[code]name[/code]处将主题的 [Font] 设置为" +"在 [code]node_type[/code] 中的 [code]name[/code] 处将主题的 [Font] 设置为" "[code]font[/code]。\n" "如果主题没有[code]node_type[/code],则创建该节点。" @@ -77456,7 +77759,7 @@ msgid "" "in [code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]node_type[/code]中的[code]name[/code]处设置主题的图标[Texture]为" +"在 [code]node_type[/code] 中的 [code]name[/code] 处设置主题的图标[Texture]为" "[code]texture[/code]。\n" "如果主题没有[code]node_type[/code],则创建该节点。" @@ -77531,11 +77834,11 @@ msgstr "主题的 [Font] 字体项类型。" #: doc/classes/Theme.xml msgid "Theme's icon [Texture] item type." -msgstr "主题的图标[Texture]项类型。" +msgstr "主题的图标 [Texture] 项类型。" #: doc/classes/Theme.xml msgid "Theme's [StyleBox] item type." -msgstr "主题的[StyleBox]项目类型。" +msgstr "主题的 [StyleBox] 项目类型。" #: doc/classes/Theme.xml msgid "Maximum value for the DataType enum." @@ -77633,7 +77936,7 @@ msgstr "" #: doc/classes/Thread.xml msgid "A thread running with lower priority than normally." -msgstr "一个线程以比正常情况下更低的优先级运行。" +msgstr "线程以比正常情况下更低的优先级运行。" #: doc/classes/Thread.xml msgid "A thread with a standard priority." @@ -77794,7 +78097,7 @@ msgstr "" "[codeblock]\n" "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " "autotile_coord=Vector2()):\n" -" # 在这里写下你的自定义逻辑。 \n" +" # 在这里写下你的自定义逻辑。\n" " # 调用默认方法:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" @@ -77872,17 +78175,17 @@ msgstr "如果为 [code]true[/code],这个 TileMap 会烘焙导航地区。" #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." -msgstr "如果[code]true[/code],单元格的UV将被剪裁。" +msgstr "如果为 [code]true[/code],单元格的 UV 将被剪裁。" #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." -msgstr "将应用到图块地图的,单元格的自定义[Transform2D]。" +msgstr "将应用到 TileMap 的,单元格的自定义 [Transform2D]。" #: doc/classes/TileMap.xml msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." -msgstr "依次排列的图块的偏移量。有关可能的值,参阅[enum HalfOffset]。" +msgstr "依次排列的图块的偏移量。可能的取值见 [enum HalfOffset]。" #: doc/classes/TileMap.xml msgid "" @@ -77896,13 +78199,13 @@ msgstr "图块地图的单元大小。" #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." -msgstr "图块原点的坐标。有关可能的值,参阅[enum TileOrigin]。" +msgstr "图块原点的坐标。可能的取值见 [enum TileOrigin]。" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." -msgstr "如果[code]true[/code],图块地图的直接子节点将按其Y坐标顺序绘制。" +msgstr "如果为 [code]true[/code],TileMap 的直接子节点将按其 Y 坐标顺序绘制。" #: doc/classes/TileMap.xml msgid "" @@ -77914,12 +78217,12 @@ msgid "" "If [code]false[/code], the texture position start in the top-left corner " "unless [member compatibility_mode] is enabled." msgstr "" -"如果[code]true[/code],纹理将被集中在每个图块的中间。这对某些等距或上帝视角的" -"模式很有用,当纹理被做得比图块大或小时,例如,为了避免瓷砖边缘的闪烁。偏移量" -"仍被应用,但从瓦片的中心开始。如果使用,[member compatibility_mode]会被忽" -"略。\n" -"如果[code]false[/code],纹理坐标从左上角开始,除非[member compatibility_mode]" -"被启用。" +"如果为 [code]true[/code],纹理将被集中在每个图块的中间。这对某些等距或上帝视" +"角的模式很有用,当纹理被做得比图块大或小时,例如,为了避免图块边缘的闪烁。偏" +"移量仍被应用,但从图块的中心开始。如果使用,[member compatibility_mode] 会被" +"忽略。\n" +"如果为 [code]false[/code],纹理坐标从左上角开始,除非 [member " +"compatibility_mode] 被启用。" #: doc/classes/TileMap.xml msgid "" @@ -77960,16 +78263,16 @@ msgid "" "If [code]true[/code], TileMap collisions will be handled as a kinematic " "body. If [code]false[/code], collisions will be handled as static body." msgstr "" -"如果[code]true[/code],图块地图的碰撞将被当作运动体处理。如果[code]false[/" -"code],碰撞将被当作静态体来处理。" +"如果为 [code]true[/code],图块地图的碰撞将被当作运动体处理。如果为 " +"[code]false[/code],碰撞将被当作静态体来处理。" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], this tilemap's collision shape will be added to the " "collision shape of the parent. The parent has to be a [CollisionObject2D]." msgstr "" -"如果[code]true[/code],这个图块地图的碰撞形状将被添加到父级的碰撞形状中。父级" -"必须是一个[CollisionObject2D]。" +"如果为 [code]true[/code],这个图块地图的碰撞形状将被添加到父级的碰撞形状中。" +"父级必须是一个[CollisionObject2D]。" #: doc/classes/TileMap.xml msgid "" @@ -78000,7 +78303,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "The TileMap orientation mode. See [enum Mode] for possible values." -msgstr "图块地图的方向模式。有关可能的值,参阅[enum Mode]。" +msgstr "图块地图的方向模式。可能的取值见 [enum Mode]。" #: doc/classes/TileMap.xml msgid "The navigation layers the TileMap generates its navigation regions in." @@ -78022,9 +78325,9 @@ msgid "" "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu " "instead." msgstr "" -"如果[code]true[/code],碰撞形状在编辑器中是可见的。不影响碰撞形状在运行时的可" -"见性。要在运行时显示碰撞形状,请在[b]调试[/b]菜单中启用[b]可见的碰撞形状[/" -"b]。" +"如果为 [code]true[/code],碰撞形状在编辑器中是可见的。不影响碰撞形状在运行时" +"的可见性。要在运行时显示碰撞形状,请在[b]调试[/b]菜单中启用[b]可见的碰撞形状" +"[/b]。" #: doc/classes/TileMap.xml msgid "The assigned [TileSet]." @@ -78188,7 +78491,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Sets the [enum BitmaskMode] of the autotile." -msgstr "设置自动图块的[enum BitmaskMode]位掩码模式。" +msgstr "设置自动图块的 [enum BitmaskMode] 位掩码模式。" #: doc/classes/TileSet.xml msgid "" @@ -78323,7 +78626,7 @@ msgstr "返回图块形状的单向碰撞值。" #: doc/classes/TileSet.xml msgid "Returns the [Transform2D] of a tile's shape." -msgstr "返回图块形状的[Transform2D]。" +msgstr "返回图块形状的 [Transform2D]。" #: doc/classes/TileSet.xml msgid "" @@ -78361,7 +78664,7 @@ msgstr "返回图块的纹理偏移量。" #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." -msgstr "返回图块的[enum TileMode]。" +msgstr "返回图块的 [enum TileMode]。" #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." @@ -78572,7 +78875,7 @@ msgid "" "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" -"将给定的 Unix 时间戳转换为字典,包含的键为: [code]year[/code]、[code]month[/" +"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" "code]、[code]day[/code]、[code]weekday[/code]。\n" "如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method " "get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。" @@ -78592,7 +78895,7 @@ msgid "" "the middle." msgstr "" "将给定的时间值字典转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)。\n" -"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/" +"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" "code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" "录(包括 [code]dst[/code])都会被忽略。\n" "字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" @@ -78711,7 +79014,7 @@ msgid "" "given datetime dictionary." msgstr "" "将时间值字典转换为 Unix 时间戳。\n" -"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/" +"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" "code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" "录(包括 [code]dst[/code])都会被忽略。\n" "字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" @@ -78855,9 +79158,9 @@ msgid "" "[code]wait_time[/code].\n" "[b]Note:[/b] This method will not resume a paused timer. See [member paused]." msgstr "" -"启动定时器。如果[code]time_sec>0[/code],将[code]wait_time[/code]设置为" -"[code]time_sec[/code]。这也会将剩余时间重置为[code]wait_time[/code]。\n" -"[b]注意:[/b]这个方法不会恢复一个暂停的定时器。参阅 [member paused]。" +"启动定时器。如果 [code]time_sec > 0[/code],将 [code]wait_time[/code] 设置为 " +"[code]time_sec[/code]。这也会将剩余时间重置为 [code]wait_time[/code]。\n" +"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。" #: doc/classes/Timer.xml msgid "Stops the timer." @@ -78870,7 +79173,7 @@ msgid "" "[b]Note:[/b] This property is automatically set to [code]false[/code] after " "the timer enters the scene tree and starts." msgstr "" -"如果[code]true[/code],定时器将在进入场景树时自动启动。\n" +"如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n" "[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/" "code]。" @@ -78879,20 +79182,20 @@ msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" -"如果[code]true[/code],定时器将在达到0时停止。 如果[code]false[/code],它将重" -"新启动。" +"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/" +"code],它将重新启动。" #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer is paused and will not process until it is " "unpaused again, even if [method start] is called." msgstr "" -"如果[code]true[/code],定时器会被暂停,并且不再处理,即使调用[method start]," -"直到它被取消暂停。" +"如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method " +"start],直到它被取消暂停。" #: doc/classes/Timer.xml msgid "Processing mode. See [enum TimerProcessMode]." -msgstr "处理模式。参阅[enum TimerProcessMode]。" +msgstr "处理模式。见 [enum TimerProcessMode]。" #: doc/classes/Timer.xml msgid "" @@ -78900,8 +79203,9 @@ msgid "" "[b]Note:[/b] You cannot set this value. To change the timer's remaining " "time, use [method start]." msgstr "" -"定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回0。\n" -"[b]注意:[/b]你不能设置这个值。要改变定时器的剩余时间,请使用[method start]。" +"定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回 0。\n" +"[b]注意:[/b]你不能设置这个值。要改变定时器的剩余时间,请使用 [method " +"start]。" #: doc/classes/Timer.xml msgid "" @@ -78943,8 +79247,8 @@ msgid "" "btn.flat = true\n" "[/codeblock]" msgstr "" -"这是一个辅助类,用于生成一个扁平的[Button],参阅 [member Button.flat],创建一" -"个[ToolButton]就相当于:\n" +"这是一个辅助类,用于生成一个扁平的 [Button](见 [member Button.flat]),创建" +"一个 [ToolButton] 就相当于:\n" "[codeblock]\n" "var btn = Button.new()\n" "btn.flat = true\n" @@ -78952,11 +79256,11 @@ msgstr "" #: doc/classes/ToolButton.xml msgid "Default text [Color] of the [ToolButton]." -msgstr "[ToolButton] 的默认文本 [Color]颜色。" +msgstr "[ToolButton] 的默认文本 [Color] 颜色。" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is disabled." -msgstr "禁用 [ToolButton] 时使用的文本 [Color]颜色。" +msgstr "禁用 [ToolButton] 时使用的文本 [Color] 颜色。" #: doc/classes/ToolButton.xml msgid "" @@ -78969,11 +79273,11 @@ msgstr "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being hovered." -msgstr "[ToolButton] 悬停时使用的文本 [Color]颜色。" +msgstr "[ToolButton] 悬停时使用的文本 [Color] 颜色。" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being pressed." -msgstr "按下 [ToolButton] 时使用的文本 [Color]颜色。" +msgstr "按下 [ToolButton] 时使用的文本 [Color] 颜色。" #: doc/classes/ToolButton.xml msgid "The horizontal space between [ToolButton]'s icon and text." @@ -78981,11 +79285,11 @@ msgstr "[ToolButton] 的图标和文本之间的水平间距。" #: doc/classes/ToolButton.xml msgid "[Font] of the [ToolButton]'s text." -msgstr "[ToolButton]的文本的[Font]字体。" +msgstr "[ToolButton] 的文本的 [Font] 字体。" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is disabled." -msgstr "当[ToolButton]被禁用时使用的[StyleBox]。" +msgstr "当 [ToolButton] 被禁用时使用的 [StyleBox]。" #: doc/classes/ToolButton.xml msgid "" @@ -78998,7 +79302,7 @@ msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being hovered." -msgstr "当[ToolButton]被悬停时使用的[StyleBox]。" +msgstr "当 [ToolButton] 被悬停时使用的 [StyleBox]。" #: doc/classes/ToolButton.xml msgid "Default [StyleBox] for the [ToolButton]." @@ -79006,7 +79310,7 @@ msgstr "[ToolButton] 的默认 [StyleBox]。" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being pressed." -msgstr "当[ToolButton]被按下时使用的[StyleBox]。" +msgstr "当 [ToolButton] 被按下时使用的 [StyleBox]。" #: doc/classes/TouchScreenButton.xml msgid "Button for touch screen devices for gameplay use." @@ -79026,14 +79330,14 @@ msgid "" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" -"TouchScreenButton允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须触" -"摸才能移动的设备。与[Button]不同,TouchScreenButton原生支持多点触摸。几个" -"TouchScreenButton可以通过触摸输入同时被按下。\n" -"这个节点继承自[Node2D]。与[Control]节点不同,你不能在它上面设置锚点。如果要创" -"建菜单或用户界面,可用[Button]节点代替。为了使按钮节点对触摸事件作出反应,可" -"在项目设置中启用模拟鼠标选项。\n" -"可将TouchScreenButton配置为只在触摸设备上可见,有助你同时为桌面和移动设备开发" -"游戏。" +"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须" +"触摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几" +"个 TouchScreenButton 可以通过触摸输入同时被按下。\n" +"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果" +"要创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反" +"应,可在项目设置中启用模拟鼠标选项。\n" +"可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开" +"发游戏。" #: doc/classes/TouchScreenButton.xml msgid "Returns [code]true[/code] if this button is currently pressed." @@ -79041,11 +79345,11 @@ msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。" #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." -msgstr "按钮的动作。动作可以用[InputEventAction]来处理。" +msgstr "按钮的动作。动作可以用 [InputEventAction] 来处理。" #: doc/classes/TouchScreenButton.xml msgid "The button's bitmask." -msgstr "按钮的bit位掩码。" +msgstr "按钮的位掩码。" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." @@ -79058,8 +79362,8 @@ msgid "" "pressure started outside the active area of the button.\n" "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode." msgstr "" -"如果[code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] 和" -"[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n" +"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] " +"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n" "[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。" #: doc/classes/TouchScreenButton.xml @@ -79075,17 +79379,17 @@ msgid "" "If [code]true[/code], the button's shape is centered in the provided " "texture. If no texture is used, this property has no effect." msgstr "" -"如果[code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,这个" -"属性就没有效果。" +"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理," +"这个属性就没有效果。" #: doc/classes/TouchScreenButton.xml msgid "If [code]true[/code], the button's shape is visible." -msgstr "如果[code]true[/code],按钮的形状是可见的。" +msgstr "如果为 [code]true[/code],按钮的形状是可见的。" #: doc/classes/TouchScreenButton.xml msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." -msgstr "按钮的可见性模式。有关可能的值,参阅[enum VisibilityMode]。" +msgstr "按钮的可见性模式。可能的取值见 [enum VisibilityMode]。" #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." @@ -79161,7 +79465,7 @@ msgid "" "given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" "返回在此变换和另一个变换之间通过给定的[code]weight[/code]插值的变换,范围为" -"0.0到1.0。" +"0.0 到 1.0。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -79190,9 +79494,9 @@ msgid "" "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n" "Operations take place in global space." msgstr "" -"返回一个旋转后的变换副本,使其-Z轴指向[code]target[/code]位置。\n" -"变换将首先围绕给定的[code]up[/code]向量旋转,然后进一步通过围绕垂直于" -"[code]target[/code]和[code]up[/code]向量的轴旋转,来完全与目标对齐。\n" +"返回一个旋转后的变换副本,使其 -Z 轴指向 [code]target[/code] 位置。\n" +"变换将首先围绕给定的 [code]up[/code] 向量旋转,然后进一步通过围绕垂直于 " +"[code]target[/code] 和 [code]up[/code] 向量的轴旋转,来完全与目标对齐。\n" "操作是在全局空间进行的。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -79248,7 +79552,7 @@ msgid "" "method." msgstr "" "将给定的 [Vector3]、[Plane]、[AABB]、[PoolVector3Array] 做该变换的逆变换,前" -"提假设是该变换仅由旋转和平移构成(不包括缩放)。等价于调用该变换的 " +"提假设是该变换仅由旋转和平移构成(不包括缩放)。相当于调用该变换的 " "[code]inverse().xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method " "affine_inverse] 方法。" @@ -79265,7 +79569,7 @@ msgstr "" msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." -msgstr "变换的平移偏移量,即第3、4列。相当于数组索引[code]3[/code]。" +msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。" #: doc/classes/Transform.xml msgid "" @@ -79306,7 +79610,7 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "Constructs the transform from a 3D [Transform]." -msgstr "从一个 3D [Transform] 构建变换。" +msgstr "从 3D [Transform] 构建变换。" #: doc/classes/Transform2D.xml msgid "" @@ -79386,7 +79690,7 @@ msgid "" "scaling) see [method affine_inverse] method." msgstr "" "将给定的 [Vector2]、[Rect2]、[PoolVector2Array] 做该变换的逆变换,前提假设是" -"该变换仅由旋转和平移构成(不包括缩放)。等价于调用该变换的 [code]inverse()." +"该变换仅由旋转和平移构成(不包括缩放)。相当于调用该变换的 [code]inverse()." "xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method affine_inverse] 方法。" #: doc/classes/Transform2D.xml @@ -79517,6 +79821,7 @@ msgid "Control to show a tree of items." msgstr "以树状形式显示项目的控件。" #: doc/classes/Tree.xml +#, fuzzy msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " @@ -79538,7 +79843,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" "这展示了一个可以选择、展开和折叠的项目树。该树可以有多列的自定义控件,如文本" "编辑、按钮和弹出窗口。它对于结构化显示和互动很有用。\n" @@ -79584,9 +79900,9 @@ msgid "" "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if " "the item could be edited. Fails if no item is selected." msgstr "" -"编辑选中的树项,就像它被点击一样。该项必须通过[method TreeItem.set_editable]" -"设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项被选中,则失" -"败。" +"编辑选中的树项,就像它被点击一样。该项必须通过 [method TreeItem." +"set_editable] 设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项" +"被选中,则失败。" #: doc/classes/Tree.xml msgid "" @@ -79598,8 +79914,8 @@ msgid "" "only visible in [constant SELECT_MULTI] mode." msgstr "" "使当前获得焦点的单元可见。\n" -"如果有必要,将滚动树。在[constant SELECT_ROW]模式下,不会做水平滚动,因为所选" -"行中的所有单元都按逻辑获得焦点。\n" +"如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所" +"选行中的所有单元都按逻辑获得焦点。\n" "[b]注意:[/b]尽管这个方法的名称是这样的,但焦点光标本身只在 [constant " "SELECT_MULTI] 模式下可见。" @@ -79718,9 +80034,10 @@ msgid "" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" "返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n" -"在[constant SELECT_ROW]和[constant SELECT_SINGLE]模式下,焦点项与选择项相同。" -"在[constant SELECT_MULTI]模式下,焦点项是焦点光标下的项目,不一定被选中。\n" -"要获得当前选中项,请使用[method get_next_selected]。" +"在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦点项与选择项相" +"同。在 [constant SELECT_MULTI] 模式下,焦点项是焦点光标下的项目,不一定被选" +"中。\n" +"要获得当前选中项,请使用 [method get_next_selected]。" #: doc/classes/Tree.xml msgid "" @@ -79732,11 +80049,11 @@ msgid "" "To tell whether a column of an item is selected, use [method TreeItem." "is_selected]." msgstr "" -"返回当前获得焦点的列,如果没有焦点列,则返回-1。\n" -"在[constant SELECT_SINGLE]模式下,焦点列是被选中的列。在[constant SELECT_ROW]" -"模式下,如果有任意项被选中,焦点列总是0。在[constant SELECT_MULTI]模式下,焦" -"点列是焦点光标下的列,但不一定有列被选中。\n" -"要判断一个项的某一列是否被选中,请使用[method TreeItem.is_selected]。" +"返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n" +"在[constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant " +"SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant " +"SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n" +"要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。" #: doc/classes/Tree.xml msgid "Causes the [Tree] to jump to the specified [TreeItem]." @@ -79748,8 +80065,8 @@ msgid "" "Columns that have the \"Expand\" flag will use their \"min_width\" in a " "similar fashion to [member Control.size_flags_stretch_ratio]." msgstr "" -"如果 [code]true[/code],该列将拥有 [Control] 的“Expand”标志。拥有“Expand”标志" -"的列,将以类似于 [member Control.size_flags_stretch_ratio] 的方式使用" +"如果为 [code]true[/code],该列将拥有 [Control] 的“Expand”标志。拥有“Expand”标" +"志的列,将以类似于 [member Control.size_flags_stretch_ratio] 的方式使用" "其“min_width”最小宽度。" #: doc/classes/Tree.xml @@ -79768,15 +80085,15 @@ msgstr "设置一个列的标题。" #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the currently selected cell may be selected again." -msgstr "如果[code]true[/code],可以再次选择当前选定的单元。" +msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。" #: doc/classes/Tree.xml msgid "If [code]true[/code], a right mouse button click can select items." -msgstr "如果[code]true[/code],鼠标右键点击可以选择项目。" +msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。" #: doc/classes/Tree.xml msgid "If [code]true[/code], column titles are visible." -msgstr "如果[code]true[/code],列标题可见。" +msgstr "如果为 [code]true[/code],列标题可见。" #: doc/classes/Tree.xml msgid "The number of columns." @@ -79790,29 +80107,29 @@ msgid "" "This controls the drop sections, i.e. the decision and drawing of possible " "drop locations based on the mouse position." msgstr "" -"作为一个标志的OR组合的放置模式。参阅[enum DropModeFlags]常量。一旦拖动完成," -"将恢复到[constant DROP_MODE_DISABLED]。建议在[method Control.can_drop_data]中" -"设置这个。\n" +"作为一个标志的 OR 组合的放置模式。见 [enum DropModeFlags] 常量。一旦拖动完" +"成,将恢复到 [constant DROP_MODE_DISABLED]。建议在 [method Control." +"can_drop_data] 中设置这个。\n" "控件放置部分,即根据鼠标位置决定和绘制可能的放置位置。" #: doc/classes/Tree.xml msgid "If [code]true[/code], the folding arrow is hidden." -msgstr "如果[code]true[/code],隐藏折叠箭头。" +msgstr "如果为 [code]true[/code],隐藏折叠箭头。" #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." -msgstr "如果[code]true[/code],则隐藏树的根节点。" +msgstr "如果为 [code]true[/code],则隐藏树的根节点。" #: doc/classes/Tree.xml msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." -msgstr "允许单选或多选。参阅[enum SelectMode]常量。" +msgstr "允许单选或多选。见 [enum SelectMode] 常量。" #: doc/classes/Tree.xml msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." -msgstr "当树中按钮被按下时触发,参阅[method TreeItem.add_button]。" +msgstr "当树中按钮被按下时触发(见 [method TreeItem.add_button])。" #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." @@ -79827,7 +80144,7 @@ msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" -"当具有[constant TreeItem.CELL_MODE_CUSTOM]的单元格被点击,进行编辑时触发。" +"当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。" #: doc/classes/Tree.xml msgid "" @@ -79854,8 +80171,8 @@ msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" -"当自定义按钮被按下时触发,即在[constant TreeItem.CELL_MODE_CUSTOM]模式单元格" -"中。" +"当自定义按钮被按下时触发(即在 [constant TreeItem.CELL_MODE_CUSTOM] 模式单元" +"格中)。" #: doc/classes/Tree.xml msgid "Emitted when an item's icon is double-clicked." @@ -79882,7 +80199,7 @@ msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" -"如果[code]select_mode[/code]是[constant SELECT_MULTI],则触发代替" +"如果 [code]select_mode[/code] 是 [constant SELECT_MULTI],则触发代替 " "[code]item_selected[/code]。" #: doc/classes/Tree.xml @@ -79936,8 +80253,8 @@ msgid "" "[b]Note:[/b] This is the default flag, it has no effect when combined with " "other flags." msgstr "" -"禁用所有放置部分,但仍然允许通过[method get_drop_section_at_position]检测 " -"\"物品上\" 的放置部分。\n" +"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检" +"测“物品上”的放置部分。\n" "[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。" #: doc/classes/Tree.xml @@ -79947,9 +80264,9 @@ msgid "" "When combined with [constant DROP_MODE_INBETWEEN], this drop section halves " "the height and stays centered vertically." msgstr "" -"启用 \"项目上\" 的放置部分。这个放置部分覆盖整个项。\n" -"当与[constant DROP_MODE_INBETWEEN]结合使用时,这个放置部分的高度减半,并保持" -"垂直居中。" +"启用“项目上”的放置部分。这个放置部分覆盖整个项。\n" +"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保" +"持垂直居中。" #: doc/classes/Tree.xml msgid "" @@ -79959,41 +80276,42 @@ msgid "" "When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves " "the height and stays on top / bottom accordingly." msgstr "" -"启用 \"项目上方\" 和 \"项目下方\" 的放置部分。\"项目上方\" 的放置部分覆盖项目" -"的上半部分,\"项目下方\" 的放置部分覆盖下半部分。\n" -"当与[constant DROP_MODE_ON_ITEM]结合时,这些放置部分的高度减半,并相应地停留" -"在顶部或底部。" +"启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部" +"分,“项目下方”的放置部分覆盖下半部分。\n" +"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停" +"留在顶部或底部。" #: doc/classes/Tree.xml msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" -"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的文本[Color]颜色。" +"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的文本 [Color] 颜" +"色。" #: doc/classes/Tree.xml msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" -"用于绘制可能的放置位置的[Color]颜色。有关放置位置的描述,参阅[enum " -"DropModeFlags]常量。" +"用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum " +"DropModeFlags] 常量。" #: doc/classes/Tree.xml msgid "[Color] of the guideline." -msgstr "参考线的[Color]颜色。" +msgstr "参考线的 [Color] 颜色。" #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." -msgstr "关系线的[Color]颜色。" +msgstr "关系线的 [Color] 颜色。" #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." -msgstr "标题按钮的默认文本[Color]颜色。" +msgstr "标题按钮的默认文本 [Color] 颜色。" #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." -msgstr "一个单元中每个按钮之间的水平空间。" +msgstr "单元格中按钮之间的水平间距。" #: doc/classes/Tree.xml msgid "" @@ -80102,8 +80420,7 @@ msgstr "当 [Tree] 未获聚焦时,用于光标的 [StyleBox]。" #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." -msgstr "" -"为 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格默认的 [StyleBox]。" +msgstr "[constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格默认的 [StyleBox]。" #: doc/classes/Tree.xml msgid "" @@ -80122,7 +80439,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." -msgstr "所选项目的 [StyleBox],当 [Tree] 没有获得焦点时使用。" +msgstr "所选项目的 [StyleBox],在 [Tree] 没有获得焦点时使用。" #: doc/classes/Tree.xml msgid "" @@ -80151,7 +80468,7 @@ msgid "" "styled as well as contain buttons.\n" "You can remove a [TreeItem] by using [method Object.free]." msgstr "" -"控件 [Tree] 中的单个项目。可以有子级 [TreeItem], 样式, 以及包含按钮。\n" +"控件 [Tree] 中的单个项目。可以有子级 [TreeItem]、样式、包含按钮。\n" "您可以使用 [method Object.free] 删除 [TreeItem]。" #: doc/classes/TreeItem.xml @@ -80162,7 +80479,7 @@ msgid "" "get_button_count] immediately before this method. Optionally, the button can " "be [code]disabled[/code] and have a [code]tooltip[/code]." msgstr "" -"在 [code]column[/code] 列添加一个带有 [Texture] [code]button[/code] 的按钮。 " +"在 [code]column[/code] 列添加一个带有 [Texture] [code]button[/code] 的按钮。" "[code]id[/code] 用于标识按钮。如果未指定,则使用下一个可用索引,可以在此方法" "之前调用 [method get_button_count] 来获取该索引。另外,该按钮还可以通过 " "[code]disabled[/code] 禁用、通过 [code]tooltip[/code] 设置工具提示。" @@ -80172,8 +80489,8 @@ msgid "" "Calls the [code]method[/code] on the actual TreeItem and its children " "recursively. Pass parameters as a comma separated list." msgstr "" -"在实际的TreeItem树项及其子项上递归地调用[code]method[/code]。以逗号分隔的列表" -"形式传递参数。" +"在实际的 TreeItem 树项及其子项上递归地调用 [code]method[/code]。以逗号分隔的" +"列表形式传递参数。" #: doc/classes/TreeItem.xml msgid "Resets the background color for the given column to default." @@ -80191,7 +80508,7 @@ msgstr "取消选择指定列。" msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." -msgstr "删除列[code]column[/code]中索引[code]button_idx[/code]处的按钮。" +msgstr "删除列 [code]column[/code] 中索引 [code]button_idx[/code] 处的按钮。" #: doc/classes/TreeItem.xml msgid "" @@ -80239,15 +80556,15 @@ msgstr "返回 TreeItem 树项的第一个子项,如果没有,则返回一 #: doc/classes/TreeItem.xml msgid "Returns the custom background color of column [code]column[/code]." -msgstr "返回列[code]column[/code]的自定义背景颜色。" +msgstr "返回列 [code]column[/code] 的自定义背景颜色。" #: doc/classes/TreeItem.xml msgid "Returns the custom color of column [code]column[/code]." -msgstr "返回列[code]column[/code]的自定义颜色。" +msgstr "返回列 [code]column[/code] 的自定义颜色。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." -msgstr "如果设置了[code]expand_right[/code],返回 [code]true[/code]。" +msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the given column's icon [Texture]. Error if no icon is set." @@ -80259,7 +80576,7 @@ msgstr "返回列的图标的最大宽度。" #: doc/classes/TreeItem.xml msgid "Returns the [Color] modulating the column's icon." -msgstr "返回调制列的图标的[Color]颜色。" +msgstr "返回调制列的图标的 [Color] 颜色。" #: doc/classes/TreeItem.xml msgid "Returns the icon [Texture] region as [Rect2]." @@ -80274,7 +80591,7 @@ msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。" #: doc/classes/TreeItem.xml msgid "" "Returns the next TreeItem in the tree or a null object if there is none." -msgstr "返回树中的下一个TreeItem树项,如果没有,则返回一个空对象。" +msgstr "返回树中的下一个 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml msgid "" @@ -80284,18 +80601,18 @@ msgid "" "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." msgstr "" -"返回树中下一个可见的TreeItem树项,如果没有,则返回空对象。\n" -"如果[code]wrap[/code]被启用,当在最后一个可见元素上调用时,该方法将环绕到树中" -"的第一个可见元素,否则它将返回 [code]null[/code]。" +"返回树中下一个可见的 TreeItem,如果没有,则返回空对象。\n" +"如果 [code]wrap[/code] 被启用,当在最后一个可见元素上调用时,该方法将环绕到树" +"中的第一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." -msgstr "返回父级TreeItem树项,如果没有,则返回一个空对象。" +msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml msgid "" "Returns the previous TreeItem in the tree or a null object if there is none." -msgstr "返回树中的前一个TreeItem树项,如果没有,则返回一个空对象。" +msgstr "返回树中的前一个 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml msgid "" @@ -80305,9 +80622,9 @@ msgid "" "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." msgstr "" -"返回树中前一个可见的TreeItem树项,如果没有,则返回null对象。\n" -"如果[code]wrap[/code]被启用,当在第一个可见元素上调用时,该方法将环绕到树中最" -"后一个可见元素,否则它将返回 [code]null[/code]。" +"返回树中前一个可见的 TreeItem,如果没有,则返回 null 对象。\n" +"如果 [code]wrap[/code] 被启用,当在第一个可见元素上调用时,该方法将环绕到树中" +"最后一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." @@ -80317,8 +80634,7 @@ msgstr "返回 [constant CELL_MODE_RANGE] 列的值。" msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." -msgstr "" -"返回包含给定列的范围参数的字典。键是 \"min\"、\"max\"、\"step \"和 \"expr\"。" +msgstr "返回包含给定列的范围参数的字典。键是“min”、“max”、“step”和“expr”。" #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." @@ -80341,7 +80657,7 @@ msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" -"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回 [code]true[/" +"如果给定列的索引 [code]button_idx[/code] 处的按钮被禁用,返回 [code]true[/" "code]。" #: doc/classes/TreeItem.xml @@ -80350,23 +80666,23 @@ msgstr "如果给定的列被选中,返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." -msgstr "如果列[code]column[/code]是可编辑的,则返回 [code]true[/code]。" +msgstr "如果列 [code]column[/code] 是可编辑的,则返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." -msgstr "如果列[code]column[/code]是可选择的,则返回 [code]true[/code]。" +msgstr "如果列 [code]column[/code] 是可选择的,则返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." -msgstr "如果列[code]column[/code]被选中,返回 [code]true[/code]。" +msgstr "如果列 [code]column[/code] 被选中,返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." -msgstr "将此TreeItem树项移动到[Tree]层次结构的底部。" +msgstr "将这个 TreeItem 移动到 [Tree] 层次结构的底部。" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the top in the [Tree] hierarchy." -msgstr "将此TreeItem树项移动到[Tree]树层次结构的顶部。" +msgstr "将这个 TreeItem 移动到 [Tree] 层次结构的顶部。" #: doc/classes/TreeItem.xml msgid "" @@ -80374,27 +80690,28 @@ msgid "" "Note that it doesn't free the item from memory, so it can be reused later. " "To completely remove a [TreeItem] use [method Object.free]." msgstr "" -"将给定的子项[TreeItem]和它的所有子项从[Tree]中移除。注意,它并未从内存中释放" -"该项,所以之后可重新使用。要完全删除一个[TreeItem],请使用[method Object." -"free]。" +"将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中" +"释放该项,所以之后可重新使用。要完全删除一个 [TreeItem],请使用 [method " +"Object.free]。" #: doc/classes/TreeItem.xml msgid "Selects the column [code]column[/code]." -msgstr "选择列[code]column[/code]。" +msgstr "选择列 [code]column[/code]。" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" -"设置索引[code]button_idx[/code]的给定列的按钮[code]button[/code]的[Texture]。" +"设置索引 [code]button_idx[/code] 的给定列的按钮 [code]button[/code] 的 " +"[Texture]。" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" -"如果[code]true[/code],则禁用列[code]column[/code]中索引[code]button_idx[/" +"如果为 [code]true[/code],则禁用列[code]column[/code]中索引[code]button_idx[/" "code]的按钮。" #: doc/classes/TreeItem.xml @@ -80402,11 +80719,11 @@ msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" -"设置给定列的单元格模式为[code]mode[/code]。参阅[enum TreeCellMode]常量。" +"设置给定列的单元格模式为 [code]mode[/code]。见 [enum TreeCellMode] 常量。" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the column [code]column[/code] is checked." -msgstr "如果[code]true[/code],则选中[code]column[/code]。" +msgstr "如果为 [code]true[/code],则选中 [code]column[/code]。" #: doc/classes/TreeItem.xml msgid "" @@ -80425,10 +80742,10 @@ msgid "" "The [code]callback[/code] should accept two arguments: the [TreeItem] that " "is drawn and its position and size as a [Rect2]." msgstr "" -"设置给定列的自定义绘制回调到[code]object[/code]上的[code]callback[/code]回调" -"方法。\n" -"[code]callback[/code]应该接受两个参数:被绘制的[TreeItem]树项以及它的位置和大" -"小是一个[Rect2]。" +"设置给定列的自定义绘制回调到 [code]object[/code] 上的 [code]callback[/code] " +"回调方法。\n" +"[code]callback[/code] 应该接受两个参数:被绘制的 [TreeItem] 以及它的位置和大" +"小是一个 [Rect2]。" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], column [code]column[/code] is editable." @@ -80449,7 +80766,7 @@ msgstr "设置给定列图标的最大宽度。" #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." -msgstr "用[code]modulate[/code]调制给定列的图标。" +msgstr "用 [code]modulate[/code] 调制给定列的图标。" #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's texture region." @@ -80476,18 +80793,18 @@ msgid "" "exponential scale as with [member Range.exp_edit]." msgstr "" "设置列的可接受值的范围。该列必须处于 [constant CELL_MODE_RANGE] 模式。\n" -"如果 [code]expr[/code] 是 [code]true[/code],编辑模式滑块将使用指数刻度,与 " +"如果 [code]expr[/code] 为 [code]true[/code],编辑模式滑块将使用指数刻度,与 " "[member Range.exp_edit] 一样。" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the given column is selectable." -msgstr "如果[code]true[/code],给定的列是可选择的。" +msgstr "如果为 [code]true[/code],给定的列是可选中的。" #: doc/classes/TreeItem.xml msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." -msgstr "设置字符串,显示在列的值之后,例如,单位的缩写。" +msgstr "设置字符串,显示在列的值之后(例如,单位的缩写)。" #: doc/classes/TreeItem.xml msgid "Sets the given column's text value." @@ -80497,7 +80814,7 @@ msgstr "设置给定列的文本值。" msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." -msgstr "设置给定列的文本对齐方式。可能的值,参阅[enum TextAlign]。" +msgstr "设置给定列的文本对齐方式。可能的取值见 [enum TextAlign]。" #: doc/classes/TreeItem.xml msgid "Sets the given column's tooltip text." @@ -80505,7 +80822,7 @@ msgstr "设置给定列的工具提示文本。" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the TreeItem is collapsed." -msgstr "如果[code]true[/code],TreeItem树项被折叠。" +msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。" #: doc/classes/TreeItem.xml msgid "The custom minimum height." @@ -80513,7 +80830,7 @@ msgstr "自定义最小高度。" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." -msgstr "如果[code]true[/code],则TreeItem树项禁用折叠。" +msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。" #: doc/classes/TreeItem.xml msgid "Cell contains a string." @@ -80533,15 +80850,15 @@ msgstr "单元包含图标。" #: doc/classes/TreeItem.xml msgid "Align text to the left. See [code]set_text_align()[/code]." -msgstr "将文本向左对齐。参阅[code]set_text_align()[/code]。" +msgstr "将文本向左对齐。见 [code]set_text_align()[/code]。" #: doc/classes/TreeItem.xml msgid "Center text. See [code]set_text_align()[/code]." -msgstr "将文本居中。参阅[code]set_text_align()[/code]。" +msgstr "将文本居中。见 [code]set_text_align()[/code]。" #: doc/classes/TreeItem.xml msgid "Align text to the right. See [code]set_text_align()[/code]." -msgstr "将文本向右对齐。参阅[code]set_text_align()[/code]。" +msgstr "将文本向右对齐。见 [code]set_text_align()[/code]。" #: doc/classes/TriangleMesh.xml msgid "Internal mesh type." @@ -80851,7 +81168,7 @@ msgstr "返回补间的当前时间。" #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." -msgstr "补间动画处理线程。参阅[enum TweenProcessMode]。" +msgstr "补间动画处理线程。见 [enum TweenProcessMode]。" #: doc/classes/Tween.xml msgid "" @@ -80866,7 +81183,7 @@ msgstr "" #: doc/classes/Tween.xml msgid "If [code]true[/code], the tween loops." -msgstr "如果[code]true[/code],补间循环。" +msgstr "如果为 [code]true[/code],则补间循环。" #: doc/classes/Tween.xml msgid "Emitted when all processes in a tween end." @@ -80890,7 +81207,7 @@ msgstr "补间通过 [code]_physics_process[/code] 回调进行更新。" #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." -msgstr "补间通过[code]_process[/code]回调进行更新。" +msgstr "补间通过 [code]_process[/code] 回调进行更新。" #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." @@ -80903,23 +81220,23 @@ msgstr "动画使用正弦函数进行插值。" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quintic (to the power of 5) function." -msgstr "动画是用五次方,即5的幂函数进行插值的。" +msgstr "动画是用五次方,即 5 的幂函数进行插值的。" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." -msgstr "动画是用一个四次方,即4的幂函数插值的。" +msgstr "动画是用一个四次方,即 4 的幂函数插值的。" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." -msgstr "动画是用二次方,即2的幂函数插值的。" +msgstr "动画是用二次方,即 2 的幂函数插值的。" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." -msgstr "动画是用一个指数,即x的幂函数插值的。" +msgstr "动画是用一个指数,即 x 的幂函数插值的。" #: doc/classes/Tween.xml msgid "" @@ -80929,7 +81246,7 @@ msgstr "动画弹性插值,在边缘摆动。" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a cubic (to the power of 3) function." -msgstr "动画是用一个立方,即3的幂函数插值的。" +msgstr "动画是用一个立方,即 3 的幂函数插值的。" #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." @@ -80961,7 +81278,7 @@ msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值 msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." -msgstr "[constant EASE_IN] and [constant EASE_OUT]的组合。两端的插值最快。" +msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最快。" #: doc/classes/Tweener.xml msgid "Abstract class for all Tweeners used by [SceneTreeTween]." @@ -81041,8 +81358,8 @@ msgid "" " connected = true\n" "[/codeblock]" msgstr "" -"一个简单的服务器,它打开一个 UDP 套接字,并在收到新的数据包时,返回连接的 " -"[PacketPeerUDP]。请参阅 [method PacketPeerUDP.connect_to_host]。\n" +"简单的服务器,它打开一个 UDP 套接字,并在收到新的数据包时,返回连接的 " +"[PacketPeerUDP]。另请参阅 [method PacketPeerUDP.connect_to_host]。\n" "启动服务器后([method listen]),你将需要定期 [method poll] 它(例如在 " "[method Node._process] 内),才会处理新的数据包、将它们传递给适当的 " "[PacketPeerUDP]、接受新连接。\n" @@ -81147,8 +81464,8 @@ msgid "" "also [method is_connection_available], [method PacketPeerUDP." "connect_to_host]." msgstr "" -"返回第一个挂起的连接,注,连接到适当的地址及端口。如果没有新的连接可用,将返" -"回 [code]null[/code]。参阅[method is_connection_available], [method " +"返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 " +"[code]null[/code]。另请参阅 [method is_connection_available]、[method " "PacketPeerUDP.connect_to_host]。" #: doc/classes/UDPServer.xml @@ -81204,9 +81521,9 @@ msgstr "" "在编辑器或自定义工具中管理撤销及重做操作的辅助工具。它的工作原理是" "在“action”(动作)中注册方法和属性的变化。\n" "常见的行为是首先创建一个动作,然后添加用于 do/undo(执行/撤销)的方法调用或属" -"性更改,然后提交动作。 \n" +"性更改,然后提交动作。\n" "下面是一个插件中例子,展示如何在 Godot 编辑器自己的 [UndoRedo] 中添加一个动" -"作。 \n" +"作。\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # EditorPlugin 的方法。\n" "\n" @@ -81506,10 +81823,10 @@ msgid "" "[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible " "return values." msgstr "" -"删除默认网关上给定端口和协议组合的端口映射,如果存在的话。[code]port[/code]必" -"须是1到65535之间的有效端口,[code]proto[/code]可以是[code]TCP[/code]或" -"[code]UDP[/code]。可能的返回值,参阅[enum UPNPResult]。参阅[method " -"get_gateway]。" +"如果默认网关上存在给定的端口和协议组合的端口映射(见 [method get_gateway])," +"则将其删除。[code]port[/code] 必须是 1 到 65535 之间的有效端口,[code]proto[/" +"code] 可以是 [code]TCP[/code] 或 [code]UDP[/code]。可能的返回值见 [enum " +"UPNPResult]。" #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -81529,11 +81846,11 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the [UPNPDevice] at the given [code]index[/code]." -msgstr "返回给定[code]index[/code]处的[UPNPDevice]。" +msgstr "返回给定 [code]index[/code] 处的 [UPNPDevice]。" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." -msgstr "返回已发现的[UPNPDevice]的数量。" +msgstr "返回已发现的 [UPNPDevice] 的数量。" #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -81548,24 +81865,25 @@ msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" -"返回默认网关的外部[IP]地址字符串。错误时返回一个空字符串。参阅[method " -"get_gateway]。" +"返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字" +"符串。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." -msgstr "将[code]index[/code]处的设备从已发现的设备列表中移除。" +msgstr "将 [code]index[/code] 处的设备从已发现的设备列表中移除。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" -"将[code]index[/code]处的设备从已发现的设备列表中设置为[code]device[/code]。" +"将 [code]index[/code] 处的设备从已发现的设备列表中设置为 [code]device[/" +"code]。" #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." -msgstr "如果[code]true[/code],则IPv6用于[UPNPDevice]发现。" +msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。" #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -81574,8 +81892,8 @@ msgid "" "the source port 1900 (same as destination port). Otherwise, the value will " "be used as the port." msgstr "" -"如果[code]0[/code],系统会自动选择用于发现的本地端口。如果[code]1[/code],将" -"从源端口1900进行发现,注,与目的端口相同。否则,将使用该值作为端口。" +"如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/" +"code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。" #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -81585,21 +81903,21 @@ msgstr "用于发现的多播接口。如果为空,则使用默认的多播接 #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP command or discovery was successful." -msgstr "UPNP命令或发现成功。" +msgstr "UPNP 命令或发现成功。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" -"未授权在[UPNPDevice]上使用该命令。当用户在其路由器上禁用UPNP时,可能会被返" -"回。" +"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被" +"返回。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." -msgstr "在给定的[UPNPDevice]上没有找到给定端口、协议组合的端口映射。" +msgstr "在给定的 [UPNPDevice] 上没有找到给定端口、协议组合的端口映射。" #: modules/upnp/doc_classes/UPNP.xml msgid "Inconsistent parameters." @@ -81610,8 +81928,8 @@ msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" -"数组中没有此条目。如果在[UPNPDevice]上没有找到给定的端口、协议组合,可能会被" -"返回。" +"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会" +"被返回。" #: modules/upnp/doc_classes/UPNP.xml msgid "The action failed." @@ -81620,15 +81938,15 @@ msgstr "操作失败。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." -msgstr "[UPNPDevice]不允许源IP地址的通配符值。" +msgstr "[UPNPDevice] 不允许源 IP 地址的通配符值。" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the external port." -msgstr "[UPNPDevice]不允许外部端口的通配符值。" +msgstr "[UPNPDevice] 不允许外部端口的通配符值。" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the internal port." -msgstr "[UPNPDevice]不允许内部端口的通配符值。" +msgstr "[UPNPDevice] 不允许内部端口的通配符值。" #: modules/upnp/doc_classes/UPNP.xml msgid "The remote host value must be a wildcard." @@ -81665,7 +81983,8 @@ msgstr "外部和内部端口值必须相同。" msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." -msgstr "只支持永久租用。在添加端口映射时,不要使用[code]duration[/code]参数。" +msgstr "" +"只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid gateway." @@ -81697,7 +82016,7 @@ msgstr "无效参数。" #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "HTTP error." -msgstr "HTTP错误。" +msgstr "HTTP 错误。" #: modules/upnp/doc_classes/UPNP.xml msgid "Socket error." @@ -81712,16 +82031,16 @@ msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" -"没有可用的网关。你可能需要先调用[method discover] ,否则发现没有检测到任何有" -"效的IGD(InternetGatewayDevices)。" +"没有可用的网关。你可能需要先调用 [method discover] ,否则发现没有检测到任何有" +"效的 IGD(InternetGatewayDevices)。" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" -"没有可用的设备。你可能需要先调用[method discover],或者发现没有检测到任何有效" -"的[UPNPDevice]。" +"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有" +"效的 [UPNPDevice]。" #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown error." @@ -81739,9 +82058,9 @@ msgid "" "and external IP address and status). Note that methods on this class are " "synchronous and block the calling thread." msgstr "" -"UPNP设备。参阅 [UPNP] 了解UPNP发现和实用功能。提供对UPNP控制命令的低层访问。" -"允许管理端口映射(端口转发)和查询设备的网络信息,如本地和外部IP地址和状态。" -"请注意,这个类的方法是同步的,会阻塞调用线程。" +"UPNP 设备。参阅 [UPNP] 了解 UPNP 发现和实用功能。提供对 UPNP 控制命令的低层访" +"问。允许管理端口映射(端口转发)和查询设备的网络信息,如本地和外部IP地址和状" +"态。请注意,这个类的方法是同步的,会阻塞调用线程。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" @@ -81749,15 +82068,15 @@ msgid "" "for the given protocol to the local machine. See [method UPNP." "add_port_mapping]." msgstr "" -"添加一个端口映射,将这个[UPNPDevice]上给定的外部端口转发到本地机器上,以给定" -"的协议。参阅 [method UPNP.add_port_mapping]。" +"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给" +"定的协议。见 [method UPNP.add_port_mapping]。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" -"删除该设备上由给定的端口和协议组合确定的端口映射。参阅[method UPNP." +"删除该设备上由给定的端口和协议组合确定的端口映射。见 [method UPNP." "delete_port_mapping]。" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -81765,35 +82084,35 @@ msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" -"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回 " +"如果这是一个有效的 IGD(InternetGatewayDevice),可能支持端口转发,则返回 " "[code]true[/code]。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." -msgstr "返回这个[UPNPDevice]的外部IP地址或空字符串。" +msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "URL to the device description." -msgstr "设备描述的URL。" +msgstr "设备描述的 URL。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IDG control URL." -msgstr "IDG控件URL。" +msgstr "IDG 控件 URL。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." -msgstr "将其连接到该[UPNPDevice]的网络中的本地机器的地址。" +msgstr "将其连接到该 [UPNPDevice] 的网络中的本地机器的地址。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD service type." -msgstr "IGD服务类型。" +msgstr "IGD 服务类型。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD status. See [enum IGDStatus]." -msgstr "IGD状态。参阅[enum IGDStatus]。" +msgstr "IGD 状态。见 [enum IGDStatus]。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Service type." @@ -81805,11 +82124,11 @@ msgstr "OK。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." -msgstr "空的HTTP响应。" +msgstr "空的 HTTP 响应。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Returned response contained no URLs." -msgstr "返回的响应不包含任何URL。" +msgstr "返回的响应不包含任何 URL。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." @@ -81995,7 +82314,7 @@ msgstr "垂直盒式容器。请参阅 [BoxContainer]。" #: doc/classes/VBoxContainer.xml msgid "The vertical space between the [VBoxContainer]'s elements." -msgstr "[VBoxContainer]的元素之间的垂直空间。" +msgstr "[VBoxContainer] 的元素之间的垂直空间。" #: doc/classes/Vector2.xml msgid "Vector used for 2D math." @@ -82040,14 +82359,15 @@ msgid "" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" -"返回这个向量相对于正X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n" -"例如,[code]Vector2.RIGHT.angle()[/code]将返回0,[code]Vector2.DOWN.angle()[/" -"code]将返回 [code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)." -"angle()[/code]将返回 [code]-PI / 4[/code] (负八分之一转,或-45度)。\n" +"返回这个向量相对于正 X 轴的角度,或 [code](1, 0)[/code] 向量,单位为弧度。\n" +"例如,[code]Vector2.RIGHT.angle()[/code] 将返回 0,[code]Vector2.DOWN.angle()" +"[/code] 将返回 [code]PI / 2[/code](四分之一转,或 90 度),[code]Vector2(1, " +"-1).angle()[/code] 将返回 [code]-PI / 4[/code] (负八分之一转,或 -45 " +"度)。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle.png]返回角度的说明。[/url]\n" -"相当于以向量的[member y] 和 [member x]为参数调用[method @GDScript.atan2]时的" -"结果。[code]atan2(y, x)[/code]。" +"相当于以向量的 [member y] 和 [member x] 为参数调用 [method @GDScript.atan2] " +"时的结果。[code]atan2(y, x)[/code]。" #: doc/classes/Vector2.xml msgid "" @@ -82074,7 +82394,7 @@ msgstr "" msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." -msgstr "返回这个向量的长宽比,即[member x] 与[member y]的比例。" +msgstr "返回这个向量的长宽比,即 [member x] 与 [member y] 的比例。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -82123,14 +82443,14 @@ msgid "" msgstr "" "用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]" "之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的" -"范围是0.0到1.0,表示插值的量。" +"范围是0.0 到 1.0,表示插值的量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." msgstr "" -"返回从这个向量指向[code]b[/code]的归一化向量。这相当于使用[code](b-a)." +"返回从这个向量指向 [code]b[/code] 的归一化向量。相当于使用 [code](b-a)." "normalized()[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -82139,9 +82459,9 @@ msgid "" "This method runs faster than [method distance_to], so prefer it if you need " "to compare vectors or need the squared distance for some formula." msgstr "" -"返回这个向量与[code]b[/code]之间的平方距离。\n" -"这个方法比[method distance_to]运行得更快,所以如果你需要比较向量或需要一些公" -"式的平方距离,则更喜欢它。" +"返回这个向量与 [code]b[/code] 之间的平方距离。\n" +"这个方法比 [method distance_to] 运行得更快,所以如果你需要比较向量或需要一些" +"公式的平方距离,则更喜欢它。" #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." @@ -82161,13 +82481,13 @@ msgid "" "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -"返回此向量与[code]with[/code]的点积。这可以用来比较两个向量之间的角度。例如," -"这可以用来确定一个敌人是否正朝向玩家。\n" -"对于直角90度,点积将是[code]0[/code],对于窄于90度的角度,点积大于0,对于宽于" -"90度的角度,点积小于0。\n" -"当使用归一化单位向量时,当向量朝向相反方向时,结果总是在[code]-1.0[/code]" -"(180度角)和[code]1.0[/code](0度角)之间,当向量对齐。\n" -"[b]注意:[/b][code]a.dot(b)[/code]等同于[code]b.dot(a)[/code]。" +"返回此向量与 [code]with[/code] 的点积。这可以用来比较两个向量之间的角度。例" +"如,这可以用来确定一个敌人是否正朝向玩家。\n" +"对于直角 90 度,点积将是 [code]0[/code],对于窄于 90 度的角度,点积大于 0,对" +"于宽于 90 度的角度,点积小于 0。\n" +"当使用归一化单位向量时,当向量朝向相反方向时,结果总是在 [code]-1.0[/code]" +"(180 度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n" +"[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -82181,8 +82501,8 @@ msgid "" "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -"通过对每个分量运行[method @GDScript.is_equal_approx],如果这个向量和[code]v[/" -"code]近似相等,返回 [code]true[/code]。" +"通过对每个分量运行 [method @GDScript.is_equal_approx],如果这个向量和 " +"[code]v[/code] 近似相等,返回 [code]true[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -82202,14 +82522,14 @@ msgid "" "compare vectors or need the squared distance for some formula." msgstr "" "返回这个向量的平方长度,即平方大小。\n" -"这个方法比[method length]运行得更快,所以如果你需要比较向量或需要一些公式的平" -"方距离时,更喜欢用它。" +"这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的" +"平方距离时,更喜欢用它。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." -msgstr "通过限制其长度为[code]length[/code],返回具有最大长度的向量。" +msgstr "通过限制其长度为 [code]length[/code],返回具有最大长度的向量。" #: doc/classes/Vector2.xml msgid "" @@ -82217,8 +82537,8 @@ msgid "" "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"返回这个向量与[code]to[/code]之间线性插值的结果,插值量为[code]weight[/" -"code]。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" +"返回这个向量与 [code]to[/code] 之间线性插值的结果,插值量为 [code]weight[/" +"code]。[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的数量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -82232,15 +82552,15 @@ msgstr "" msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." -msgstr "返回缩放为单位长度的向量。相当于[code]v/v.length()[/code]。" +msgstr "返回缩放为单位长度的向量。相当于 [code]v/v.length()[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]mod[/code]." msgstr "" -"返回一个由这个向量分量的[method @GDScript.fposmod]和[code]mod[/code]组成的向" -"量。" +"返回一个由这个向量分量的 [method @GDScript.fposmod] 和 [code]mod[/code] 组成" +"的向量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -82294,7 +82614,7 @@ msgid "" "[b]Note:[/b] Both vectors must be normalized." msgstr "" "返回这个向量与[code]to[/code]之间的球面线性插值的结果,按[code]weight[/code]" -"的数量。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。\n" +"的数量。[code]weight[/code]的范围是0.0 到 1.0,表示插值的数量。\n" "[b]注意:[/b]两个向量都必须被归一化。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -82380,7 +82700,7 @@ msgid "" msgstr "" "3 元素结构,可用于表示 3D 空间中的位置或任何其他数值三元组。\n" "[b]注意:[/b]在布尔上下文中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/" -"code],将评估为 [code]false[/code]。否则, Vector3 将始终评估为 [code]true[/" +"code],将评估为 [code]false[/code]。否则,Vector3 将始终评估为 [code]true[/" "code]。" #: doc/classes/Vector3.xml @@ -82430,7 +82750,7 @@ msgstr "" "于宽于 90 度的角度,点积小于 0。\n" "当使用归一化单位向量,向量朝向相反方向时,结果总是在 [code]-1.0[/code](180 " "度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n" -"[b]注意:[/b][code]a.dot(b)[/code] 等同于 [code]b.dot(a)[/code]。" +"[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。" #: doc/classes/Vector3.xml msgid "" @@ -82500,7 +82820,7 @@ msgid "" "components set as the scale." msgstr "" "返回一个以该向量为主对角线的对角线矩阵。\n" -"这相当于一个没有旋转或剪切的 Basis,这个向量的分量被设定为缩放。" +"相当于一个没有旋转或剪切的 Basis,这个向量的分量被设定为缩放。" #: doc/classes/Vector3.xml msgid "" @@ -82766,7 +83086,7 @@ msgid "" "0.1 and 0.3 depending on the type of car." msgstr "" "这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。" -"根据汽车的类型,试试0.1和0.3之间的值。" +"根据汽车的类型,试试 0.1 和 0.3 之间的值。" #: doc/classes/VehicleWheel.xml msgid "" @@ -82774,7 +83094,7 @@ msgid "" "value is used in conjunction with [member VehicleBody.steering] and ignored " "if you are using the per-wheel [member steering] value instead." msgstr "" -"如果[code]true[/code],当汽车转向时,其轮子将被转动。此值和[member " +"如果为 [code]true[/code],当汽车转向时,其轮子将被转动。此值和[member " "VehicleBody.steering]一起使用,如果使用每个轮子的[member steering]值来代替," "则会被忽略。" @@ -82785,9 +83105,9 @@ msgid "" "VehicleBody.engine_force] and ignored if you are using the per-wheel [member " "engine_force] value instead." msgstr "" -"如果[code]true[/code],此轮子将引擎力传递给地面,推动车辆前进。此值和[member " -"VehicleBody.engine_force]一起使用,如果使用每个轮子的[member engine_force]" -"值,则忽略该值。" +"如果为 [code]true[/code],此轮子将引擎力传递给地面,推动车辆前进。此值和" +"[member VehicleBody.engine_force]一起使用,如果使用每个轮子的[member " +"engine_force]值,则忽略该值。" #: doc/classes/VehicleWheel.xml msgid "" @@ -82901,7 +83221,7 @@ msgstr "要播放的嵌入式音轨。" #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], playback starts when the scene loads." -msgstr "如果[code]true[/code],当场景加载时开始播放。" +msgstr "如果为 [code]true[/code],当场景加载时开始播放。" #: doc/classes/VideoPlayer.xml msgid "Amount of time in milliseconds to store in buffer while playing." @@ -82917,12 +83237,12 @@ msgid "" "control minimum size will be automatically adjusted to match the video " "stream's dimensions." msgstr "" -"如果[code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自动调" -"整以匹配视频流的尺寸。" +"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自" +"动调整以匹配视频流的尺寸。" #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], the video is paused." -msgstr "如果[code]true[/code],则暂停视频。" +msgstr "如果为 [code]true[/code],则暂停视频。" #: doc/classes/VideoPlayer.xml msgid "The assigned video stream. See description for supported formats." @@ -83006,15 +83326,16 @@ msgid "" "extension, you will have to rename the extension to [code].ogv[/code] to use " "those videos within Godot." msgstr "" -"[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格式," -"扩展名为[code].ogv[/code]。Theora编解码器比[VideoStreamWebm]的VP8和VP9效率" -"低,但它以较少的CPU资源来解码。Theora编解码器是在CPU上解码。\n" -"[b]注意:[/b]虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展" -"名改为[code].ogv[/code],以便在Godot内使用。" +"[VideoStream] 资源处理 [url=https://www.theora.org/]Ogg Theora[/url] 视频格" +"式,扩展名为 [code].ogv[/code]。Theora 编解码器比 [VideoStreamWebm] 的 VP8 " +"和 VP9 效率低,但它以较少的 CPU 资源来解码。Theora 编解码器是在 CPU 上解" +"码。\n" +"[b]注意:[/b]虽然 Ogg Theora 视频也可以有 [code].ogg[/code] 扩展名,但必须将" +"扩展名改为 [code].ogv[/code],以便在 Godot 内使用。" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "返回由这个[VideoStreamTheora]处理的Ogg Theora视频文件。" +msgstr "返回由这个 [VideoStreamTheora] 处理的 Ogg Theora 视频文件。" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" @@ -83022,12 +83343,12 @@ msgid "" "handles. The [code]file[/code] name should have the [code].ogv[/code] " "extension." msgstr "" -"设置该[VideoStreamTheora]资源处理的Ogg Theora视频文件。[code]file[/code]的名" -"称应该有[code].ogv[/code]扩展名。" +"设置该 [VideoStreamTheora] 资源处理的 Ogg Theora 视频文件。[code]file[/code] " +"的名称应该有 [code].ogv[/code] 扩展名。" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "[VideoStream] resource for WebM videos." -msgstr "[VideoStream] WebM视频的资源。" +msgstr "[VideoStream] WebM 视频的资源。" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "" @@ -83839,11 +84160,11 @@ msgstr "设置由给定的[enum Enabler]常量识别的启用程序的活动状 #: doc/classes/VisibilityEnabler.xml msgid "If [code]true[/code], [RigidBody] nodes will be paused." -msgstr "如果[code]true[/code],[RigidBody]节点将被暂停。" +msgstr "如果为 [code]true[/code],[RigidBody]节点将被暂停。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." -msgstr "如果[code]true[/code],[AnimationPlayer]节点将被暂停。" +msgstr "如果为 [code]true[/code],[AnimationPlayer]节点将被暂停。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." @@ -83882,26 +84203,27 @@ msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." -msgstr "如果[code]true[/code],[RigidBody2D]节点将被暂停。" +msgstr "如果为 [code]true[/code],[RigidBody2D]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." -msgstr "如果[code]true[/code],[AnimatedSprite]节点将被暂停。" +msgstr "如果为 [code]true[/code],[AnimatedSprite]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [Particles2D] nodes will be paused." -msgstr "如果[code]true[/code],[Particles2D]节点将被暂停。" +msgstr "如果为 [code]true[/code],[Particles2D]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." -msgstr "如果[code]true[/code],父级的[method Node._physics_process]将被停止。" +msgstr "" +"如果为 [code]true[/code],父级的[method Node._physics_process]将被停止。" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." -msgstr "如果[code]true[/code],父级的[method Node._process]将被停止。" +msgstr "如果为 [code]true[/code],父级的[method Node._process]将被停止。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." @@ -83912,15 +84234,13 @@ msgid "This enabler will stop [Particles2D] nodes." msgstr "这个启用程序将停止 [Particles2D] 节点。" #: doc/classes/VisibilityEnabler2D.xml -#, fuzzy msgid "This enabler will stop the parent's [method Node._process] function." -msgstr "这个启用程序将停止父类的 _process 函数。" +msgstr "这个启用程序将停止父类的 [method Node._process] 函数。" #: doc/classes/VisibilityEnabler2D.xml -#, fuzzy msgid "" "This enabler will stop the parent's [method Node._physics_process] function." -msgstr "这个启用程序将停止父类的 _physics_process 函数。" +msgstr "这个启用程序将停止父类的 [method Node._physics_process] 函数。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [AnimatedSprite] nodes animations." @@ -83960,7 +84280,7 @@ msgid "" "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" -"如果[code]true[/code],则边界框在屏幕上。\n" +"如果为 [code]true[/code],则边界框在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" "它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" @@ -84025,7 +84345,7 @@ msgid "" "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" -"如果[code]true[/code],则边界矩形在屏幕上。\n" +"如果为 [code]true[/code],则边界矩形在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" "它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" @@ -84119,8 +84439,8 @@ msgid "" "changes how the engine handles the [VisualInstance] under the hood. " "Equivalent to [method VisualServer.instance_set_base]." msgstr "" -"设置由该[VisualInstance]实例化的资源,这将改变引擎对该[VisualInstance]的处理" -"方式。相当于[method VisualServer.instance_set_base]。" +"设置由该 [VisualInstance] 实例化的资源,这将改变引擎对该 [VisualInstance] 的" +"处理方式。相当于 [method VisualServer.instance_set_base]。" #: doc/classes/VisualInstance.xml msgid "Enables a particular layer in [member layers]." @@ -84351,7 +84671,7 @@ msgstr "当节点端口更改时触发。" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "A Visual Script node representing a constant from the base types." -msgstr "一个 Visual Script 节点,表示基本类型中的一个常量。" +msgstr "Visual Script 节点,表示基本类型中的一个常量。" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "" @@ -84504,8 +84824,8 @@ msgid "" "ease-in, 1+ is ease out. Negative values are in-out/out in." msgstr "" "缓动函数,基于指数。[code]s[/code]是函数的x值,[code]curve[/code]为0时,函数" -"为常量函数,1是线性函数,0到1是缓入,1+是缓出。0到-1是缓出再缓入,低于-1是缓" -"入再缓出。" +"为常量函数,1是线性函数,0 到 1是缓入,1+是缓出。0到-1是缓出再缓入,低于-1是" +"缓入再缓出。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -84558,8 +84878,8 @@ msgid "" "Return a random floating-point value between 0 and 1. To obtain a random " "value between 0 to N, you can use it with multiplication." msgstr "" -"返回一个介于0到1之间的随机浮点值。要获得一个介于0到N之间的随机值,可以将其与" -"乘法结合使用。" +"返回一个介于0 到 1之间的随机浮点值。要获得一个介于0到N之间的随机值,可以将其" +"与乘法结合使用。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random floating-point value between the two inputs." @@ -84603,7 +84923,7 @@ msgid "" "never outside it. Equivalent to [code]min(max(input, range_low), range_high)" "[/code]." msgstr "" -"返回限定在给定范围内的输入,确保结果永远不会超出该范围。相当于" +"返回限定在给定范围内的输入,确保结果永远不会超出该范围。相当于 " "[code]min(max(input, range_low), range_high)[/code]。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml @@ -85168,7 +85488,7 @@ msgstr "" msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." -msgstr "如果[code]false[/code],调用错误将被忽略,例如参数数量错误。" +msgstr "如果为 [code]false[/code],调用错误将被忽略,例如参数数量错误。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on this [Object]." @@ -85340,8 +85660,7 @@ msgstr "图内可编辑节点的 Visual Script 虚类。" msgid "" "A Visual Script virtual class that defines the shape and the default " "behavior of the nodes that have to be in-graph editable nodes." -msgstr "" -"一个 Visual Script 可视化类,用于定义必须是图形内可编辑节点的形状和默认行为。" +msgstr "Visual Script 虚类,用于定义必须是图形内可编辑节点的形状和默认行为。" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Adds an input port to the Visual Script node." @@ -85525,7 +85844,7 @@ msgstr "当可用的输入/输出端口更改时触发。" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "A Visual Script node that performs an operation on two values." -msgstr "一个 Visual Script 节点,对两个值执行操作。" +msgstr "Visual Script 节点,对两个值执行操作。" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" @@ -85577,7 +85896,7 @@ msgstr "要加载的[Resource]资源。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "A Visual Script node returning a value of a property from an [Object]." -msgstr "一个Visual Script节点,从[Object]返回属性值。" +msgstr "Visual Script 节点,返回 [Object] 的某个属性的值。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" @@ -86038,7 +86357,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "A Visual Script node used to pause a function execution." -msgstr "一个Visual Script节点,用于暂停函数的执行。" +msgstr "Visual Script 节点,用于暂停函数的执行。" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "" @@ -86067,11 +86386,11 @@ msgstr "物理帧期间Yield。" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields a function and waits the given time." -msgstr "一个函数Yields并等待给定的时间。" +msgstr "将函数 Yield 并等待给定的时间。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A Visual Script node yielding for a signal." -msgstr "一个Visual Script节点yield信号。" +msgstr "Visual Script 节点,用于 yield 信号。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" @@ -86177,8 +86496,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个相机并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" -"将用于所有[code]camera_*[/code] VisualServer函数。\n" +"创建一个相机并将其添加到 VisualServer 中。它可以通过返回的RID进行访问。这个" +"RID将用于所有[code]camera_*[/code] VisualServer函数。\n" "一旦完成了对RID的处理,你将需要使用VisualServer的[method free_rid]静态方法释" "放RID。" @@ -86188,14 +86507,14 @@ msgid "" "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" -"设置与此相机相关的剔除遮罩。剔除遮罩描述了此相机渲染的 3D 层。相当于[member " +"设置与此相机相关的剔除遮罩。剔除遮罩描述了此相机渲染的 3D 层。相当于 [member " "Camera.cull_mask]。" #: doc/classes/VisualServer.xml msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." -msgstr "设置此相机所使用的环境。等同于[member Camera.environment]。" +msgstr "设置此相机所使用的环境。相当于 [member Camera.environment]。" #: doc/classes/VisualServer.xml msgid "" @@ -86231,8 +86550,9 @@ msgid "" "the vertical aspect ratio which is equivalent to [constant Camera." "KEEP_HEIGHT]." msgstr "" -"如果 [code]true[/code], 保留水平长宽比,相当于 [constant Camera.KEEP_WIDTH]。" -"如果[code]false[/code],保留垂直长宽比,相当于[constant Camera.KEEP_HEIGHT]。" +"如果 [code]true[/code],保留水平长宽比,相当于 [constant Camera.KEEP_WIDTH]。" +"如果为 [code]false[/code],保留垂直长宽比,相当于 [constant Camera." +"KEEP_HEIGHT]。" #: doc/classes/VisualServer.xml msgid "" @@ -86368,7 +86688,7 @@ msgstr "设置 [CanvasItem] 的索引。" #: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." -msgstr "光线遮罩。关于其更多信息,请参阅[LightOccluder2D]。" +msgstr "光线遮罩。详情请参阅 [LightOccluder2D]。" #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." @@ -86449,8 +86769,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建灯光遮挡器并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" -"用于所有[code]canvas_light_ocluder_*[/code] VisualServer函数。\n" +"创建灯光遮挡器并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID" +"可用于所有[code]canvas_light_ocluder_*[/code] VisualServer函数。\n" "一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -86534,13 +86854,13 @@ msgstr "使阴影变得平滑。数值越低越光滑。" #: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." -msgstr "设置灯光使用的纹理。等同于[member Light2D.texture]。" +msgstr "设置灯光使用的纹理。相当于 [member Light2D.texture]。" #: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." -msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。" +msgstr "设置灯光纹理的偏移量。相当于 [member Light2D.offset]。" #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." @@ -86562,8 +86882,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建新的光遮蔽器多边形并将其添加到VisualServer中。可以用返回的RID来访问它。这" -"个RID可用于所有[code]canvas_occluder_polygon_*[/code] VisualServer函数。\n" +"创建新的光遮蔽器多边形并将其添加到 VisualServer 中。可以用返回的RID来访问它。" +"这个RID可用于所有[code]canvas_occluder_polygon_*[/code] VisualServer函数。\n" "一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -86621,8 +86941,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个环境并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可在" -"所有[code]environment_*[/code]VisualServer函数中使用。\n" +"创建一个环境并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID可" +"在所有[code]environment_*[/code]VisualServer函数中使用。\n" "一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -86639,7 +86959,8 @@ msgstr "设置环境光参数。详情请参阅 [Environment]。" msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." -msgstr "设置环境的[i]BGMode[/i]。相当于[member Environment.background_mode]。" +msgstr "" +"设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。" #: doc/classes/VisualServer.xml msgid "" @@ -86774,7 +87095,7 @@ msgid "" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" -"返回视频适配器的名称(例如:\"GeForce GTX 1080/PCIe/SSE2\")。\n" +"返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。\n" "[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。" #: doc/classes/VisualServer.xml @@ -86783,12 +87104,12 @@ msgid "" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" -"返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n" +"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n" "[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" #: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." -msgstr "返回白色纹理的id。如果不存在,则创建一个。" +msgstr "返回白色纹理的 id。如果不存在,则创建一个。" #: doc/classes/VisualServer.xml msgid "" @@ -86804,7 +87125,7 @@ msgstr "" "于所有 [code]gi_probe_*[/code] VisualServer 函数。\n" "完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " "RID。\n" -"要放置在场景中,请使用返回的 RID, 使用 [method instance_set_base] 将此 GI 探" +"要放置在场景中,请使用返回的 RID,使用 [method instance_set_base] 将此 GI 探" "针附加到实例。" #: doc/classes/VisualServer.xml @@ -86812,57 +87133,57 @@ msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" -"返回GI探针的偏置值。偏置是用来避免自我遮挡的。相当于[member GIProbeData." +"返回该 GI 探针的偏置值。偏置是用来避免自我遮挡的。相当于 [member GIProbeData." "bias]。" #: doc/classes/VisualServer.xml msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." -msgstr "返回覆盖GI探针全部范围的轴对齐的边界框。" +msgstr "返回覆盖该 GI 探针全部范围的轴对齐的边界框。" #: doc/classes/VisualServer.xml msgid "Returns the cell size set by [method gi_probe_set_cell_size]." -msgstr "返回由[method gi_probe_set_cell_size]设置的单元大小。" +msgstr "返回由 [method gi_probe_set_cell_size] 设置的单元大小。" #: doc/classes/VisualServer.xml msgid "Returns the data used by the GI probe." -msgstr "返回GI探针所使用的数据。" +msgstr "返回该 GI 探针所使用的数据。" #: doc/classes/VisualServer.xml msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." -msgstr "返回该GI探针的动态范围设置。相当于[member GIProbe.dynamic_range]。" +msgstr "返回该 GI 探针的动态范围设置。相当于 [member GIProbe.dynamic_range]。" #: doc/classes/VisualServer.xml msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." -msgstr "返回这个GI探针的能量乘数。相当于[member GIProbe.energy]。" +msgstr "返回这个 GI 探针的能量乘数。相当于 [member GIProbe.energy]。" #: doc/classes/VisualServer.xml msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." -msgstr "返回该GI探针的法线偏置。相当于[member GIProbe.normal_bias]。" +msgstr "返回这个 GI 探针的法线偏置。相当于 [member GIProbe.normal_bias]。" #: doc/classes/VisualServer.xml msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." -msgstr "返回这个GI探针的传播值。相当于[member GIProbe.propagation]。" +msgstr "返回这个 GI 探针的传播值。相当于 [member GIProbe.propagation]。" #: doc/classes/VisualServer.xml msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." -msgstr "返回由[method gi_probe_set_to_cell_xform]设置的变换。" +msgstr "返回由 [method gi_probe_set_to_cell_xform] 设置的变换。" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" -"如果与此GI探针相关的数据被压缩,返回 [code]true[/code]。相当于[member " +"如果与该 GI 探针相关的数据被压缩,返回 [code]true[/code]。相当于 [member " "GIProbe.compress]。" #: doc/classes/VisualServer.xml @@ -86870,23 +87191,23 @@ msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" -"如果 GI 探针设置为内部,则返回 [code]true[/code],这意味着它不考虑天空光。相" -"当于[member GIProbe.interior]。" +"如果该 GI 探针设置为内部,则返回 [code]true[/code],这意味着它不考虑天空光。" +"相当于 [member GIProbe.interior]。" #: doc/classes/VisualServer.xml msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." -msgstr "设置偏置值以避免自遮挡。相当于[member GIProbe.bias]。" +msgstr "设置偏置值以避免自遮挡。相当于 [member GIProbe.bias]。" #: doc/classes/VisualServer.xml msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." -msgstr "设置覆盖 GI 探针范围的轴对齐边界框。" +msgstr "设置覆盖该 GI 探针范围的轴对齐边界框。" #: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." -msgstr "设置 GI 探针内单个单元的大小。" +msgstr "设置该 GI 探针内单个单元的大小。" #: doc/classes/VisualServer.xml msgid "" @@ -86894,8 +87215,8 @@ msgid "" "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" -"设置GI探针数据的压缩设置。压缩后的数据将占用更少的空间,但可能看起来更糟糕。" -"相当于[member GIProbe.compress]。" +"设置该 GI 探针数据的压缩设置。压缩后的数据将占用更少的空间,但可能看起来更糟" +"糕。相当于 [member GIProbe.compress]。" #: doc/classes/VisualServer.xml msgid "" @@ -86903,8 +87224,8 @@ msgid "" "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" -"设置用于照明计算的GI探针的数据。通常这是在[GIProbe]节点内部创建和调用的。你不" -"应该尝试自己设置。" +"设置用于照明计算的 GI 探针的数据。通常这是在 [GIProbe] 节点内部创建和调用的。" +"你不应该尝试自己设置。" #: doc/classes/VisualServer.xml msgid "" @@ -86912,8 +87233,8 @@ msgid "" "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" -"设定GI探针的动态范围。动态范围设定了灯光的亮度限制。较小的范围可以捕捉到更多" -"的细节,但是限制了灯光的亮度。相当于[member GIProbe.dynamic_range]。" +"设置该 GI 探针的动态范围。动态范围设定了灯光的亮度限制。较小的范围可以捕捉到" +"更多的细节,但是限制了灯光的亮度。相当于 [member GIProbe.dynamic_range]。" #: doc/classes/VisualServer.xml msgid "" @@ -86921,7 +87242,7 @@ msgid "" "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" -"设置该GI探针的能量乘数。较高的能量使GI探针的间接光更亮。相当于[member " +"设置这个 GI 探针的能量乘数。较高的能量使 GI 探针的间接光更亮。相当于 [member " "GIProbe.energy]。" #: doc/classes/VisualServer.xml @@ -86930,7 +87251,7 @@ msgid "" "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" -"设置该 GI 探针的内部值。设置为内部的 GI 探针在计算照明时不包括天空。相当于 " +"设置这个 GI 探针的内部值。设置为内部的 GI 探针在计算照明时不包括天空。相当于 " "[member GIProbe.interior]。" #: doc/classes/VisualServer.xml @@ -86939,18 +87260,18 @@ msgid "" "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" -"设置该GI探针的法线偏置。法线偏置的行为类似于其他形式的偏置,可有助于减少自我" -"遮挡。相当于[member GIProbe.normal_bias]。" +"设置这个 GI 探针的法线偏置。法线偏置的行为类似于其他形式的偏置,可有助于减少" +"自我遮挡。相当于 [member GIProbe.normal_bias]。" #: doc/classes/VisualServer.xml msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." -msgstr "设置光在这个GI探针中的传播。相当于[member GIProbe.propagation]。" +msgstr "设置光在这个 GI 探针中的传播。相当于 [member GIProbe.propagation]。" #: doc/classes/VisualServer.xml msgid "Sets the to cell [Transform] for this GI probe." -msgstr "为这个GI探针设置单元[Transform]。" +msgstr "为这个 GI 探针设置单元 [Transform]。" #: doc/classes/VisualServer.xml msgid "" @@ -86978,18 +87299,18 @@ msgid "" "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" -"如果操作系统支持某项功能,则返回 [code]true[/code]。特性可能是[code]s3tc[/" -"code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] 和 " +"如果操作系统支持某项功能,则返回 [code]true[/code]。特性可能是 [code]s3tc[/" +"code]、[code]etc[/code]、[code]etc2[/code]、[code]pvrtc[/code] 和 " "[code]skinning_fallback[/code]。\n" -"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回 [code]true[/" -"code]与[code]skinning_fallback[/code]。" +"当使用 GLES2 渲染时,在硬件不支持默认的 GPU 蒙皮过程的情况下,返回 " +"[code]true[/code] 与 [code]skinning_fallback[/code]。" #: doc/classes/VisualServer.xml msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" -"设置[ImmediateGeometry]的内部结构,为绘图做准备。相当于[method " +"设置 [ImmediateGeometry] 的内部结构,为绘图做准备。相当于 [method " "ImmediateGeometry.begin]。" #: doc/classes/VisualServer.xml @@ -87004,7 +87325,8 @@ msgstr "" msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." -msgstr "设置用于下一个顶点的颜色。相当于[method ImmediateGeometry.set_color]。" +msgstr "" +"设置用于下一个顶点的颜色。相当于 [method ImmediateGeometry.set_color]。" #: doc/classes/VisualServer.xml msgid "" @@ -87016,60 +87338,61 @@ msgid "" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建直接几何图形并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个" -"RID可在所有[code]immediate_*[/code]VisualServer函数中使用。\n" -"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" -"RID。\n" -"要在场景中放置,使用返回的RID用[method instance_set_base]将这个直接几何体附加" -"到一个实例上。" +"创建直接几何图形并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。" +"这个 RID 可在所有 [code]immediate_*[/code] VisualServer 函数中使用。\n" +"一旦完成了对 RID 的处理,可使用 VisualServer 的 [method free_rid] 静态方法释" +"放 RID。\n" +"要在场景中放置,使用返回的 RID 用 [method instance_set_base] 将这个直接几何体" +"附加到一个实例上。" #: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" -"结束绘制[ImmediateGeometry]并显示它。相当于[method ImmediateGeometry.end]。" +"结束绘制 [ImmediateGeometry] 并进行显示。相当于 [method ImmediateGeometry." +"end]。" #: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." -msgstr "返回分配给[ImmediateGeometry]的材质。" +msgstr "返回分配给该 [ImmediateGeometry] 的材质。" #: doc/classes/VisualServer.xml msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" -"设置用于下一个顶点的法线。相当于[method ImmediateGeometry.set_normal]。" +"设置用于下一个顶点的法线。相当于 [method ImmediateGeometry.set_normal]。" #: doc/classes/VisualServer.xml msgid "Sets the material to be used to draw the [ImmediateGeometry]." -msgstr "设置用于绘制[ImmediateGeometry]的材质。" +msgstr "设置用于绘制该 [ImmediateGeometry] 的材质。" #: doc/classes/VisualServer.xml msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" -"设置用于下一个顶点的切线。相当于[method ImmediateGeometry.set_tangent]。" +"设置用于下一个顶点的切线。相当于 [method ImmediateGeometry.set_tangent]。" #: doc/classes/VisualServer.xml msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." -msgstr "设置用于下一个顶点的UV。相当于[method ImmediateGeometry.set_uv]。" +msgstr "设置用于下一个顶点的 UV。相当于 [method ImmediateGeometry.set_uv]。" #: doc/classes/VisualServer.xml msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." -msgstr "设置用于下一个顶点的UV2。相当于[method ImmediateGeometry.set_uv2]。" +msgstr "设置用于下一个顶点的 UV2。相当于 [method ImmediateGeometry.set_uv2]。" #: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -"使用预先提供的信息添加下一个顶点。相当于[method ImmediateGeometry." +"使用预先提供的信息添加下一个顶点。相当于 [method ImmediateGeometry." "add_vertex]。" #: doc/classes/VisualServer.xml @@ -87078,8 +87401,8 @@ msgid "" "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -"使用预先提供的信息添加下一个顶点。这是一个辅助类,它在后台调用[method " -"immediate_vertex]。相当于[method ImmediateGeometry.add_vertex]。" +"使用预先提供的信息添加下一个顶点。这是一个辅助类,它在后台调用 [method " +"immediate_vertex]。相当于 [method ImmediateGeometry.add_vertex]。" #: doc/classes/VisualServer.xml msgid "" @@ -87096,9 +87419,9 @@ msgid "" "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" -"将唯一的对象ID附加到实例上。必须将对象ID附加到实例上,以便通过[method " -"instances_cull_aabb]、[method instances_cull_convex]和[method " -"instances_cull_ray]进行正确的筛除。" +"将唯一的对象 ID 附加到实例上。必须将对象 ID 附加到实例上,以便通过 [method " +"instances_cull_aabb]、[method instances_cull_convex] 和 [method " +"instances_cull_ray] 进行正确的筛除。" #: doc/classes/VisualServer.xml msgid "" @@ -87117,7 +87440,7 @@ msgid "" "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" -"创建一个可视化实例并将其添加到VisualServer中。可以用返回的RID来访问它。这个" +"创建一个可视化实例并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个" "RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n" "一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" "RID。\n" @@ -87132,8 +87455,9 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个可视化实例,将其添加到VisualServer中,并设置基本和效果。可以用返回的" -"RID来访问它。这个RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n" +"创建一个可视化实例,将其添加到 VisualServer 中,并设置基本和效果。可以用返回" +"的RID来访问它。这个RID可在所有[code]instance_*[/code]VisualServer函数中使" +"用。\n" "一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -87153,7 +87477,7 @@ msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" -"设置给定的[enum InstanceFlags]标志。更多细节请参阅[enum InstanceFlags]。" +"设置给定的 [enum InstanceFlags] 标志。更多细节请参阅 [enum InstanceFlags]。" #: doc/classes/VisualServer.xml msgid "" @@ -87161,7 +87485,7 @@ msgid "" "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" -"为该实例的网格设置材质,将在所有表面的活动材质上层进行渲染。等价于 [member " +"为该实例的网格设置材质,将在所有表面的活动材质上层进行渲染。相当于 [member " "GeometryInstance.material_overlay]。" #: doc/classes/VisualServer.xml @@ -87170,7 +87494,7 @@ msgid "" "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" -"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于[member " +"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于 [member " "GeometryInstance.material_override]。" #: doc/classes/VisualServer.xml @@ -87181,9 +87505,9 @@ msgid "" "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" -"设置实例的基类。基类可以是VisualServer中创建的任何可以显示的3D对象。例如,光" -"照类型、网格、多网格、基本几何、粒子系统、反射探针、光照图捕捉和GI探针等类型" -"都可以被设置为实例的基类,以便在场景中显示。" +"设置实例的基类。基类可以是 VisualServer 中创建的任何可以显示的3D对象。例如," +"光照类型、网格、多网格、基本几何、粒子系统、反射探针、光照图捕捉和GI探针等类" +"型都可以被设置为实例的基类,以便在场景中显示。" #: doc/classes/VisualServer.xml msgid "Sets the weight for a given blend shape associated with this instance." @@ -87194,12 +87518,12 @@ msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" -"设置自定义的AABB,当从视图中剔除对象时使用。相当于[method GeometryInstance." +"设置自定义的 AABB,当从视图中剔除对象时使用。相当于 [method GeometryInstance." "set_custom_aabb]。" #: doc/classes/VisualServer.xml msgid "Function not implemented in Godot 3.x." -msgstr "在Godot 3.x中没有实现的功能。" +msgstr "在 Godot 3.x 中没有实现的功能。" #: doc/classes/VisualServer.xml msgid "" @@ -87207,14 +87531,14 @@ msgid "" "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" -"设置边距,在剔除视域范围内的对象时增加AABB的大小。这可以让你避免剔除落在视域" -"范围外的物体。相当于[member GeometryInstance.extra_cull_margin]。" +"设置边距,在剔除视域范围内的对象时增加 AABB 的大小。这可以让你避免剔除落在视" +"域范围外的物体。相当于 [member GeometryInstance.extra_cull_margin]。" #: doc/classes/VisualServer.xml msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." -msgstr "设置该实例将被绘制的渲染层。相当于[member VisualInstance.layers]。" +msgstr "设置该实例将被绘制的渲染层。相当于 [member VisualInstance.layers]。" #: doc/classes/VisualServer.xml msgid "" @@ -87226,13 +87550,14 @@ msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." -msgstr "设置特定表面的材质。相当于[method MeshInstance.set_surface_material]。" +msgstr "" +"设置特定表面的材质。相当于 [method MeshInstance.set_surface_material]。" #: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." -msgstr "设置实例的世界空间变换。相当于[member Spatial.transform]。" +msgstr "设置实例的世界空间变换。相当于 [member Spatial.transform]。" #: doc/classes/VisualServer.xml msgid "Sets the lightmap to use with this instance." @@ -87255,10 +87580,10 @@ msgid "" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -"返回一个与所提供的AABB相交的物体ID数组。只考虑可视化的3D节点,例如" -"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" -"获取实际节点。这必须提供一个场景的RID,该RID在你想查询的[World]中是可用的。这" -"将强制更新所有排队等待更新的资源。\n" +"返回一个与所提供的 AABB 相交的物体 ID 数组。只考虑可视化的 3D 节点,例如 " +"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript." +"instance_from_id] 来获取实际节点。这必须提供一个场景的 RID,该 RID 在你想查询" +"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n" "[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" "撞。" @@ -87356,14 +87681,14 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color of the light. Equivalent to [member Light.light_color]." -msgstr "设置灯光的颜色。相当于[member Light.light_color]。" +msgstr "设置灯光的颜色。相当于 [member Light.light_color]。" #: doc/classes/VisualServer.xml msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" -"设置此灯光的剔除遮罩。灯光仅影响选定图层中的对象。相当于[member Light." +"设置此灯光的剔除遮罩。灯光仅影响选定图层中的对象。相当于 [member Light." "light_cull_mask]。" #: doc/classes/VisualServer.xml @@ -87371,7 +87696,7 @@ msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" -"如果[code]true[/code],光将减去光而不是增加光。相当于[member Light." +"如果为 [code]true[/code],光将减去光而不是增加光。相当于 [member Light." "light_negative]。" #: doc/classes/VisualServer.xml @@ -87379,7 +87704,7 @@ msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" -"设置指定的灯光参数。参阅[enum LightParam]的选项。相当于[method Light." +"设置指定的灯光参数。参阅 [enum LightParam] 的选项。相当于 [method Light." "set_param]。" #: doc/classes/VisualServer.xml @@ -87390,8 +87715,8 @@ msgid "" "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent " "to [member Light.shadow_reverse_cull_face]." msgstr "" -"如果[code]true[/code],反转网格的背面剔除。当你有一个平面网格后面有灯光时,这" -"可能很有用。如果你需要在网格的两面都投下阴影,可以用[method " +"如果为 [code]true[/code],反转网格的背面剔除。当你有一个平面网格后面有灯光" +"时,这可能很有用。如果你需要在网格的两面都投下阴影,可以用[method " "instance_geometry_set_cast_shadows_setting]将网格设置为使用双面阴影。相当于" "[member Light.shadow_reverse_cull_face]。" @@ -87400,13 +87725,14 @@ msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" -"如果[code]true[/code],光线会投射阴影。相当于[member Light.shadow_enabled]。" +"如果为 [code]true[/code],光线会投射阴影。相当于 [member Light." +"shadow_enabled]。" #: doc/classes/VisualServer.xml msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." -msgstr "设置灯光投射阴影的颜色。相当于[member Light.shadow_color]。" +msgstr "设置灯光投射阴影的颜色。相当于 [member Light.shadow_color]。" #: doc/classes/VisualServer.xml msgid "" @@ -87432,8 +87758,8 @@ msgid "" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个光照贴图捕获并将其添加到VisualServer中。可以用返回的RID来访问它。这个" -"RID可用于所有[code]lightmap_capture_*[/code] VisualServer函数。\n" +"创建一个光照贴图捕获并将其添加到 VisualServer 中。可以用返回的RID来访问它。这" +"个RID可用于所有[code]lightmap_capture_*[/code] VisualServer函数。\n" "一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n" "要在场景中放置,使用返回的RID,用[method instance_set_base]将这个lightmap " "capture附加到一个实例上。" @@ -87475,7 +87801,7 @@ msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" -"设置此光照贴图捕获的能量乘数。相当于[member BakedLightmapData.energy]。" +"设置此光照贴图捕获的能量乘数。相当于 [member BakedLightmapData.energy]。" #: doc/classes/VisualServer.xml msgid "" @@ -87492,14 +87818,14 @@ msgid "" "BakedLightmapData.octree]." msgstr "" "设置此光照贴图捕获要使用的八叉树。该函数通常由 [BakedLightmap] 节点使用。相当" -"于[member BakedLightmapData.octree]。" +"于 [member BakedLightmapData.octree]。" #: doc/classes/VisualServer.xml msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" -"设置此光照贴图捕获八叉树的细分级别。相当于[member BakedLightmapData." +"设置此光照贴图捕获八叉树的细分级别。相当于 [member BakedLightmapData." "cell_subdiv]。" #: doc/classes/VisualServer.xml @@ -87507,7 +87833,7 @@ msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" -"设置此光照贴图捕获的八叉树的八叉树单元变换。相当于[member BakedLightmapData." +"设置此光照贴图捕获的八叉树的八叉树单元变换。相当于 [member BakedLightmapData." "cell_space_transform]。" #: doc/classes/VisualServer.xml @@ -87716,22 +88042,20 @@ msgstr "" msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." -msgstr "" -"计算并返回轴对齐的边界框(包围盒),该边界框(包围盒)将所有的实例都包含在" -"multimesh中。" +msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。" #: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." -msgstr "返回分配给这个multimesh的实例的数量。" +msgstr "返回分配给这个 multimesh 的实例的数量。" #: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." -msgstr "返回用于绘制此multimesh的RID。" +msgstr "返回用于绘制此 multimesh 的 RID。" #: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." -msgstr "返回此multimesh的可见实例数。" +msgstr "返回此 multimesh 的可见实例数。" #: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." @@ -87743,19 +88067,20 @@ msgstr "返回与指定实例相关的自定义数据。" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." -msgstr "返回指定实例的[Transform]。" +msgstr "返回指定实例的 [Transform]。" #: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." -msgstr "返回指定实例的 [Transform2D]。只在multimesh设置为使用 2D 变换时使用。" +msgstr "" +"返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。" #: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." -msgstr "设置这个实例的调制颜色。等同于[method MultiMesh.set_instance_color]。" +msgstr "设置这个实例的调制颜色。相当于 [method MultiMesh.set_instance_color]。" #: doc/classes/VisualServer.xml msgid "" @@ -87763,22 +88088,22 @@ msgid "" "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" -"为这个实例设置自定义数据。自定义数据以[Color]的形式传递,但在着色器中会被解释" -"为[code]vec4[/code]。等同于[method MultiMesh.set_instance_custom_data]。" +"为这个实例设置自定义数据。自定义数据以 [Color] 的形式传递,但在着色器中会被解" +"释为 [code]vec4[/code]。相当于 [method MultiMesh.set_instance_custom_data]。" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" -"设置此实例的 [Transform]。相当于[method MultiMesh.set_instance_transform]。" +"设置此实例的 [Transform]。相当于 [method MultiMesh.set_instance_transform]。" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" -"为此实例设置 [Transform2D]。用于在 2D 中使用multimesh时。相当于[method " +"为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method " "MultiMesh.set_instance_transform_2d]。" #: doc/classes/VisualServer.xml @@ -87810,7 +88135,7 @@ msgstr "" msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." -msgstr "设置Multimesh所要绘制的网格。等同于 [member MultiMesh.mesh]。" +msgstr "设置 Multimesh 所要绘制的网格。相当于 [member MultiMesh.mesh]。" #: doc/classes/VisualServer.xml msgid "" @@ -87818,8 +88143,8 @@ msgid "" "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" -"设置在给定时间内可见的实例的数量。如果是-1,所有被分配的实例都会被画出来。等" -"同于[member MultiMesh.visible_instance_count]。" +"设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相" +"当于 [member MultiMesh.visible_instance_count]。" #: doc/classes/VisualServer.xml msgid "" @@ -87859,7 +88184,8 @@ msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" -"计算并返回包含所有粒子的轴对齐边界框。相当于[method Particles.capture_aabb]。" +"计算并返回包含所有粒子的轴对齐边界框。相当于 [method Particles." +"capture_aabb]。" #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." @@ -87886,14 +88212,14 @@ msgstr "" msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." -msgstr "在下次更新时重置粒子。相当于[method Particles.restart]。" +msgstr "在下次更新时重置粒子。相当于 [method Particles.restart]。" #: doc/classes/VisualServer.xml msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" -"设置要绘制的粒子的数量,并为其分配内存。相当于[member Particles.amount]。" +"设置要绘制的粒子的数量,并为其分配内存。相当于 [member Particles.amount]。" #: doc/classes/VisualServer.xml msgid "" @@ -87938,8 +88264,8 @@ msgid "" "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" -"如果[code]true[/code],粒子会随着时间的推移而发射出来。设置为false不会重置粒" -"子,而只是停止其发射。相当于[member Particles.emitting]。" +"如果为 [code]true[/code],粒子会随着时间的推移而发射出来。设置为false不会重置" +"粒子,而只是停止其发射。相当于[member Particles.emitting]。" #: doc/classes/VisualServer.xml msgid "" @@ -87957,7 +88283,7 @@ msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" -"如果 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member " +"如果为 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member " "Particles.fract_delta]。" #: doc/classes/VisualServer.xml @@ -87971,7 +88297,7 @@ msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" -"如果 [code]true[/code],粒子将发射一次然后停止。相当于 [member Particles." +"如果为 [code]true[/code],粒子将发射一次然后停止。相当于 [member Particles." "one_shot]。" #: doc/classes/VisualServer.xml @@ -88012,8 +88338,8 @@ msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" -"如果 [code]true[/code],粒子使用局部坐标。如果 [code]false[/code] 其使用全局" -"坐标。相当于 [member Particles.local_coords]。" +"如果为 [code]true[/code],粒子使用局部坐标。如果 [code]false[/code] 其使用全" +"局坐标。相当于 [member Particles.local_coords]。" #: doc/classes/VisualServer.xml msgid "" @@ -88025,8 +88351,8 @@ msgid "" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个反射探针并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID" -"可用于所有[code]reflection_probe_*[/code] VisualServer函数。\n" +"创建一个反射探针并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个" +"RID可用于所有[code]reflection_probe_*[/code] VisualServer函数。\n" "一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n" "要在场景中放置,使用返回的RID,用[method instance_set_base]将这个反射探针附加" "到一个实例上。" @@ -88036,8 +88362,8 @@ msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" -"如果 [code]true[/code],反射将忽略天空的贡献。相当于 [member ReflectionProbe." -"interior_enable]。" +"如果为 [code]true[/code],反射将忽略天空的贡献。相当于 [member " +"ReflectionProbe.interior_enable]。" #: doc/classes/VisualServer.xml msgid "" @@ -88045,8 +88371,8 @@ msgid "" "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" -"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。等" -"同于[member ReflectionProbe.cull_mask]。" +"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相" +"当于 [member ReflectionProbe.cull_mask]。" #: doc/classes/VisualServer.xml msgid "" @@ -88054,7 +88380,7 @@ msgid "" "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" -"如果 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正" +"如果为 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正" "确。相当于 [member ReflectionProbe.box_projection]。" #: doc/classes/VisualServer.xml @@ -88063,22 +88389,22 @@ msgid "" "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" -"如果 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得多。" -"相当于 [member ReflectionProbe.enable_shadows]。" +"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得" +"多。相当于 [member ReflectionProbe.enable_shadows]。" #: doc/classes/VisualServer.xml msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" -"设置反射探针将捕获的区域的大小。等效于 [member ReflectionProbe.extents]。" +"设置反射探针将捕获的区域的大小。相当于 [member ReflectionProbe.extents]。" #: doc/classes/VisualServer.xml msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" -"设置反射探针的强度。强度调节反射的强度。等效于 [member ReflectionProbe." +"设置反射探针的强度。强度调节反射的强度。相当于 [member ReflectionProbe." "intensity]。" #: doc/classes/VisualServer.xml @@ -88086,7 +88412,7 @@ msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" -"设置为内部模式时,为此反射探针设置环境光颜色。相当于[member ReflectionProbe." +"设置为内部模式时,为此反射探针设置环境光颜色。相当于 [member ReflectionProbe." "interior_ambient_color]。" #: doc/classes/VisualServer.xml @@ -88095,7 +88421,7 @@ msgid "" "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" -"当设置为内部模式时,设置此反射探针环境光贡献的能量乘数。相当于[member " +"当设置为内部模式时,设置此反射探针环境光贡献的能量乘数。相当于 [member " "ReflectionProbe.interior_ambient_energy]。" #: doc/classes/VisualServer.xml @@ -88114,7 +88440,7 @@ msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" -"设置物体在被删除前与探针的最大距离。等同于[member ReflectionProbe." +"设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe." "max_distance]。" #: doc/classes/VisualServer.xml @@ -88122,7 +88448,7 @@ msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" -"设置当此反射探针处于框项目模式时要使用的源偏移。相当于[member " +"设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member " "ReflectionProbe.origin_offset]。" #: doc/classes/VisualServer.xml @@ -88130,8 +88456,8 @@ msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" -"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅[enum " -"ReflectionProbeUpdateMode]选项。" +"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum " +"ReflectionProbeUpdateMode] 选项。" #: doc/classes/VisualServer.xml msgid "" @@ -88140,9 +88466,9 @@ msgid "" "The callback method must use only 1 argument which will be called with " "[code]userdata[/code]." msgstr "" -"在画完一帧后,在[code]where[/code]上安排一个回调给相应的命名的[code]method[/" -"code]。\n" -"回调方法必须只使用1个参数,它将与[code]userdata[/code]一起被调用。" +"在画完一帧后,在 [code]where[/code] 上安排一个回调给相应的命名的 " +"[code]method[/code]。\n" +"回调方法必须只使用 1 个参数,它将与 [code]userdata[/code] 一起被调用。" #: doc/classes/VisualServer.xml msgid "" @@ -88153,17 +88479,17 @@ msgid "" "VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" -"创建一个场景并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" -"可在所有[code]scenario_*[/code]VisualServer函数中使用。\n" -"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" -"RID。\n" -"场景是所有视觉实例所存在的三维世界。" +"创建一个场景并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。这" +"个 RID 可在所有 [code]scenario_*[/code] VisualServer 函数中使用。\n" +"一旦完成了对 RID 的处理,可使用 VisualServer 的 [method free_rid] 静态方法释" +"放 RID。\n" +"场景是所有视觉实例所存在的 3D 世界。" #: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." -msgstr "设置该场景的[enum ScenarioDebugMode]。" +msgstr "设置该场景的 [enum ScenarioDebugMode]。" #: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." @@ -88192,16 +88518,16 @@ msgid "" "with linear interpolation. If [code]use_filter[/code] is [code]false[/code], " "the image will be scaled with nearest-neighbor interpolation." msgstr "" -"设置一个启动图像。颜色定义了背景颜色。如果[code]scale[/code]是[code]true[/" -"code],图像将被缩放以适应屏幕尺寸。如果[code]use_filter[/code]是[code]true[/" -"code],图像将以线性插值进行缩放。如果[code]use_filter[/code]是[code]false[/" -"code],图像将以近邻插值的方式缩放。" +"设置一个启动图像。颜色定义了背景颜色。如果 [code]scale[/code] 是 [code]true[/" +"code],图像将被缩放以适应屏幕尺寸。如果 [code]use_filter[/code] 是 " +"[code]true[/code],图像将以线性插值进行缩放。如果 [code]use_filter[/code] 是 " +"[code]false[/code],图像将以近邻插值的方式缩放。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." -msgstr "如果 [code]true[/code],引擎将生成用于线框调试模式的线框。" +msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。" #: doc/classes/VisualServer.xml msgid "" @@ -88233,8 +88559,8 @@ msgid "" "count the real time as it goes by, without narrowing or stretching it." msgstr "" "设置应用于着色器 [code]TIME[/code] 内置时间流逝的比例。\n" -"默认值是[code]1.0[/code],表示[code]TIME[/code]会随着时间的推移计算实时时间," -"不会缩小或拉伸它。" +"默认值是 [code]1.0[/code],表示 [code]TIME[/code] 会随着时间的推移计算实时时" +"间,不会缩小或拉伸它。" #: doc/classes/VisualServer.xml msgid "Enables or disables occlusion culling." @@ -88317,8 +88643,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空的天空并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID" -"可用于所有[code]sky_*[/code] VisualServer函数。\n" +"创建一个空的天空并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个" +"RID可用于所有[code]sky_*[/code] VisualServer函数。\n" "一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -88358,8 +88684,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空纹理并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" -"用于所有[code]texture_*[/code] VisualServer函数中。\n" +"创建一个空纹理并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID" +"可用于所有[code]texture_*[/code] VisualServer函数中。\n" "一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -88385,7 +88711,7 @@ msgstr "返回纹理的深度。" #: doc/classes/VisualServer.xml msgid "Returns the flags of a texture." -msgstr "返回一个纹理的标志flags。" +msgstr "返回纹理的标志。" #: doc/classes/VisualServer.xml msgid "Returns the format of the texture's image." @@ -88405,7 +88731,7 @@ msgstr "返回纹理图像的opengl id。" #: doc/classes/VisualServer.xml msgid "Returns the type of the texture, can be any of the [enum TextureType]." -msgstr "返回纹理的类型,可以是[enum TextureType]中的任何一种。" +msgstr "返回纹理的类型,可以是 [enum TextureType] 中的任何一种。" #: doc/classes/VisualServer.xml msgid "Returns the texture's width." @@ -88428,7 +88754,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the texture's flags. See [enum TextureFlags] for options." -msgstr "设置纹理的标志flags。选项见[enum TextureFlags]。" +msgstr "设置纹理的标志。可选项见 [enum TextureFlags]。" #: doc/classes/VisualServer.xml msgid "Sets the texture's path." @@ -88543,8 +88869,8 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空视窗并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID将" -"用于所有[code]viewport_*[/code] 的VisualServer函数。\n" +"创建一个空视窗并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID" +"将用于所有[code]viewport_*[/code] 的VisualServer函数。\n" "一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml @@ -88568,7 +88894,7 @@ msgstr "从画布分离视窗,反之亦然。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -"如果 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。" +"如果为 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。" #: doc/classes/VisualServer.xml msgid "" @@ -88577,8 +88903,8 @@ msgid "" "specifies the stacking order of the canvas among those in the same layer." msgstr "" "设置视窗画布的堆叠顺序。\n" -"[code]layer[/code]是实际的画布层,而[code]sublayer[/code]则指定画布在同一层中" -"的堆叠顺序。" +"[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在同一" +"层中的堆叠顺序。" #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." @@ -88587,13 +88913,13 @@ msgstr "设置视窗画布的变换。" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." -msgstr "设置视窗的清除模式。详见[enum ViewportClearMode]。" +msgstr "设置视窗的清除模式。可选项见 [enum ViewportClearMode]。" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." -msgstr "设置视窗的调试绘图模式。详见[enum ViewportDebugDraw]。" +msgstr "设置视窗的调试绘图模式。可选项见 [enum ViewportDebugDraw]。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." @@ -88602,7 +88928,7 @@ msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将禁用。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果 [code]true[/code],则禁用视窗环境的渲染。" +msgstr "如果为 [code]true[/code],则禁用视窗环境的渲染。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." @@ -88610,11 +88936,11 @@ msgstr "设置视窗的全局变换矩阵。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport renders to hdr." -msgstr "如果 [code]true[/code],视窗将呈现为 hdr。" +msgstr "如果为 [code]true[/code],视窗将呈现为 hdr。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "如果 [code]true[/code],则不渲染视窗的画布。" +msgstr "如果为 [code]true[/code],则不渲染视窗的画布。" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." @@ -88622,7 +88948,7 @@ msgstr "目前在 Godot 3.x 中未实现。" #: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." -msgstr "设置抗锯齿模式。详见[enum ViewportMSAA]。" +msgstr "设置抗锯齿模式。可选项见 [enum ViewportMSAA]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." @@ -88643,8 +88969,8 @@ msgid "" "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" -"如果[code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优化," -"你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备" +"如果为 [code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优" +"化,你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备" "上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视窗或" "[code]SCREEN_TEXTURE[/code]中读取。你也会失去某些窗口设置的好处,比如各种拉伸" "模式。另一个需要注意的后果是,在2D中,渲染是以窗口坐标进行的,所以如果你有一" @@ -88658,7 +88984,7 @@ msgid "" "environment information, reflection atlas etc." msgstr "" "设置一个视窗的场景。\n" -"场景包含[enum ScenarioDebugMode]的信息、环境信息、反射图集等。" +"场景包含 [enum ScenarioDebugMode] 的信息、环境信息、反射图集等。" #: doc/classes/VisualServer.xml msgid "Sets the shadow atlas quadrant's subdivision." @@ -88693,13 +89019,13 @@ msgstr "设置视窗的宽度和高度。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果 [code]true[/code],视窗将其背景渲染为透明。" +msgstr "如果为 [code]true[/code],视窗将其背景渲染为透明。" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." -msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。" +msgstr "设置应更新视窗的时间。可选项请参阅 [enum ViewportUpdateMode] 。" #: doc/classes/VisualServer.xml msgid "" @@ -88712,7 +89038,7 @@ msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -"如果 [code]true[/code],则视窗使用增强或虚拟现实技术。参阅 [ARVRInterface]。" +"如果为 [code]true[/code],则视窗使用增强或虚拟现实技术。见 [ARVRInterface]。" #: doc/classes/VisualServer.xml msgid "" @@ -88739,14 +89065,14 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" -"启用该视窗的快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它速度快,但" -"会使图像看起来很模糊,特别是在低分辨率下。在大的分辨率下,如1440p和4K,它仍然" -"可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见" +"启用该视窗的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但" +"会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 等高分辨率下,它仍然" +"可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 " "[method viewport_set_sharpen_intensity])。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "如果 [code]true[/code],则视窗的渲染垂直翻转。" +msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。" #: doc/classes/VisualServer.xml msgid "" @@ -88754,8 +89080,8 @@ msgid "" "is still being processed. You can call [method force_draw] to draw a frame " "even with rendering disabled." msgstr "" -"如果[code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲染," -"您也可以调用 [method force_draw] 来绘制帧。" +"如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲" +"染,您也可以调用 [method force_draw] 来绘制帧。" #: doc/classes/VisualServer.xml msgid "" @@ -88957,10 +89283,11 @@ msgid "" "ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" -"用于快速设置标志[constant ARRAY_COMPRESS_NORMAL]、[constant " +"用于快速设置标志 [constant ARRAY_COMPRESS_NORMAL]、[constant " "ARRAY_COMPRESS_TANGENT]、[constant ARRAY_COMPRESS_COLOR]、[constant " "ARRAY_COMPRESS_TEX_UV]、[constant ARRAY_COMPRESS_TEX_UV2]、[constant " -"ARRAY_COMPRESS_WEIGHTS] 和[constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。" +"ARRAY_COMPRESS_WEIGHTS] 和 [constant " +"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." @@ -89246,7 +89573,7 @@ msgstr "在这一帧中,2d绘制所调用的数量。" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." -msgstr "代表[enum ViewportRenderInfo]枚举的大小。" +msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。" #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." @@ -89254,15 +89581,15 @@ msgstr "调试绘制被禁用。默认设置。" #: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." -msgstr "调试绘制将对象设置为无阴影。" +msgstr "调试绘制,不使用着色流程绘制对象。" #: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." -msgstr "将清除颜色覆盖为[code](0,0,0,0)[/code]。" +msgstr "将清除颜色覆盖为 [code](0,0,0,0)[/code]。" #: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." -msgstr "调试绘制 在线框中绘制对象。" +msgstr "调试绘制,将对象用线框形式绘制。" #: doc/classes/VisualServer.xml msgid "Do not use a debug mode." @@ -89286,7 +89613,8 @@ msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" -"绘制没有阴影的所有物体。相当于将所有物体的着色器设置为[code]unshaded[/code]。" +"不使用着色流程绘制对象。相当于将所有物体的着色器设置为 [code]unshaded[/" +"code]。" #: doc/classes/VisualServer.xml msgid "The instance does not have a type." @@ -89326,7 +89654,7 @@ msgstr "该实例是一个光照贴图捕获。" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." -msgstr "代表[enum InstanceType]枚举的大小。" +msgstr "代表 [enum InstanceType] 枚举的大小。" #: doc/classes/VisualServer.xml msgid "" @@ -89344,7 +89672,7 @@ msgstr "当设置时,手动请求在下一帧绘制几何图形。" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." -msgstr "代表[enum InstanceFlags]枚举的大小。" +msgstr "代表 [enum InstanceFlags] 枚举的大小。" #: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." @@ -89372,13 +89700,13 @@ msgstr "九宫格在需要的地方被拉伸。" #: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." -msgstr "九宫格在需要的地方填充瓷砖。" +msgstr "九宫格在需要的地方填充图块。" #: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." -msgstr "九宫格在需要的地方填充瓷砖,并在需要时将它们拉伸一点。" +msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸一点。" #: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." @@ -89402,23 +89730,23 @@ msgstr "不要对画布上的光影应用滤镜。" #: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." -msgstr "使用PCF3过滤法来过滤画布的光影。" +msgstr "使用 PCF3 过滤法来过滤画布的光影。" #: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." -msgstr "使用PCF5过滤法来过滤画布的光影。" +msgstr "使用 PCF5 过滤法来过滤画布的光影。" #: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." -msgstr "使用PCF7过滤法来过滤画布的光影。" +msgstr "使用 PCF7 过滤法来过滤画布的光影。" #: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." -msgstr "使用PCF9过滤法来过滤画布的光影。" +msgstr "使用 PCF9 过滤法来过滤画布的光影。" #: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." -msgstr "使用PCF13过滤法来过滤画布的光影。" +msgstr "使用 PCF13 过滤法来过滤画布的光影。" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." @@ -89481,12 +89809,12 @@ msgstr "帧中2d绘制调用数量。" #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." -msgstr "硬件支持着色器。这个枚举目前在Godot 3.x中没有使用。" +msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。" #: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." -msgstr "硬件支持多线程。这个枚举目前在Godot 3.x中没有使用。" +msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。" #: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." @@ -89822,12 +90150,12 @@ msgid "" "Returns an [Array] containing default values for all of the input ports of " "the node in the form [code][index0, value0, index1, value1, ...][/code]." msgstr "" -"返回一个包含节点所有输入端口默认值的[Array],形式为[code][index0, value0, " +"返回一个包含节点所有输入端口默认值的 [Array],形式为 [code][index0, value0, " "index1, value1, ...][/code]。" #: doc/classes/VisualShaderNode.xml msgid "Returns the default value of the input [code]port[/code]." -msgstr "返回输入[code]port[/code]的默认值。" +msgstr "返回输入 [code]port[/code] 的默认值。" #: doc/classes/VisualShaderNode.xml msgid "" @@ -89835,8 +90163,8 @@ msgid "" "[index0, value0, index1, value1, ...][/code]. For example: [code][0, " "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." msgstr "" -"使用[code][index0, value0, index1, value1, ...][/code]形式的[Array]设置默认输" -"入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。" +"使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 设置默" +"认输入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。" #: doc/classes/VisualShaderNode.xml msgid "Sets the default value for the selected input [code]port[/code]." @@ -89885,12 +90213,12 @@ msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" -"采样器类型。转换为着色器代码中的采样器uniform引用。只能用于non-uniform节点中" -"的输入端口。" +"采样器类型。转换为着色器代码中的采样器 uniform 引用。只能用于非 uniform 节点" +"中的输入端口。" #: doc/classes/VisualShaderNode.xml msgid "Represents the size of the [enum PortType] enum." -msgstr "表示[enum PortType]枚举的大小。" +msgstr "表示 [enum PortType] 枚举的大小。" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." @@ -89902,19 +90230,19 @@ msgid "" "Translated to [code]bool[/code] in the shader language." msgstr "" "只有一个输出端口,没有输入。\n" -"在着色器语言中被转换成[code]bool[/code]。" +"在着色器语言中被转换成 [code]bool[/code]。" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." -msgstr "一个布尔常量,表示该节点的状态。" +msgstr "布尔常量,表示该节点的状态。" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." -msgstr "一个在可视化着色器图中使用的布尔uniform。" +msgstr "在可视化着色器图中使用的布尔 uniform。" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." -msgstr "在着色器语言中被转换成[code]uniform bool[/code]。" +msgstr "在着色器语言中被转换成 [code]uniform bool[/code]。" #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml @@ -89934,7 +90262,7 @@ msgstr "启用 [member default_value]。" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." -msgstr "一个[Color]常量,在可视化着色器图中使用。" +msgstr "[Color] 常量,在可视化着色器图中使用。" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "" @@ -89947,11 +90275,11 @@ msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant which represents a state of this node." -msgstr "一个[Color]常量,表示这个节点的状态。" +msgstr "[Color] 常量,表示这个节点的状态。" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." -msgstr "一个[Color]函数,在可视化着色器图中使用。" +msgstr "[Color] 函数,在可视化着色器图中使用。" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" @@ -89962,7 +90290,7 @@ msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对 #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." -msgstr "要应用于输入颜色的函数。参阅[enum Function]的选项。" +msgstr "要应用于输入颜色的函数。参阅 [enum Function] 的选项。" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" @@ -90006,7 +90334,7 @@ msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." -msgstr "在可视化着色器图中使用的[Color]运算符。" +msgstr "在可视化着色器图中使用的 [Color] 运算符。" #: doc/classes/VisualShaderNodeColorOp.xml msgid "Applies [member operator] to two color inputs." @@ -90015,7 +90343,7 @@ msgstr "将 [member operator] 应用于两个颜色输入。" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." -msgstr "要应用于输入的运算符。参阅[enum Operator]的选项。" +msgstr "要应用于输入的运算符。参阅 [enum Operator] 的选项。" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" @@ -90036,7 +90364,7 @@ msgid "" "result = abs(a - b);\n" "[/codeblock]" msgstr "" -"用下面的公式产生差异效果。\n" +"用以下公式产生差异效果。\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" @@ -90048,7 +90376,7 @@ msgid "" "result = min(a, b);\n" "[/codeblock]" msgstr "" -"用以下公式产生变暗的效果。\n" +"用以下公式产生变暗效果。\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" @@ -90132,7 +90460,7 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"用以下公式产生柔和的光线效果。\n" +"用以下公式产生柔光效果。\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" @@ -90160,7 +90488,7 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"用下面的公式产生一个硬光效果。\n" +"用以下公式产生硬光效果。\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" @@ -90175,11 +90503,11 @@ msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "A [Color] uniform to be used within the visual shader graph." -msgstr "在可视化着色器图中使用的一个[Color]uniform。" +msgstr "在可视化着色器图中使用的一个 [Color] uniform。" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." -msgstr "在着色器语言中被转换成[code]uniform vec4[/code]。" +msgstr "在着色器语言中被转换成 [code]uniform vec4[/code]。" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." @@ -90223,23 +90551,23 @@ msgstr "布林类型。" #: doc/classes/VisualShaderNodeCompare.xml msgid "A transform ([code]mat4[/code]) type." -msgstr "变换类型,即[code]mat4[/code]。" +msgstr "变换类型,即 [code]mat4[/code]。" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for equality ([code]a == b[/code])." -msgstr "相等比较,即[code]a == b[/code]。" +msgstr "相等比较,即 [code]a == b[/code]。" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for inequality ([code]a != b[/code])." -msgstr "不等比较,即[code]a != b[/code]。" +msgstr "不等比较,即 [code]a != b[/code]。" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for greater than ([code]a > b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" -"大于比较,即[code]a > b[/code]。如果 [member type] 设置为 [constant " -"CTYPE_BOOLEAN]或 [constant CTYPE_TRANSFORM]则不能使用。" +"大于比较,即 [code]a > b[/code]。如果 [member type] 设置为 [constant " +"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml msgid "" @@ -90247,24 +90575,24 @@ msgid "" "if [member type] set to [constant CTYPE_BOOLEAN] or [constant " "CTYPE_TRANSFORM]." msgstr "" -"大于或等于的比较,即[code]a >= b[/code]。如果[member type]设置为 [constant " -"CTYPE_BOOLEAN] 或[constant CTYPE_TRANSFORM]则不能使用。" +"大于或等于的比较,即 [code]a >= b[/code]。如果 [member type] 设置为 " +"[constant CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for less than ([code]a < b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" -"小于比较,即[code]a < b[/code]。如果 [member type] 设置为[constant " -"CTYPE_BOOLEAN]或 [constant CTYPE_TRANSFORM]则不能使用。" +"小于比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant " +"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if " "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" -"小于或等于的比较,即[code]a < b[/code]。如果[member type] 设置为[constant " -"CTYPE_BOOLEAN]或[constant CTYPE_TRANSFORM]则不能使用。" +"小于或等于的比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant " +"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml msgid "" @@ -90280,7 +90608,7 @@ msgstr "如果向量中的任意分量满足比较条件,则结果为真。" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "A [CubeMap] sampling node to be used within the visual shader graph." -msgstr "[CubeMap]采样节点,在可视化着色器图形中使用。" +msgstr "[CubeMap] 采样节点,在可视化着色器图形中使用。" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" @@ -90295,8 +90623,8 @@ msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" -"当使用[constant SOURCE_TEXTURE]作为 [member source] 时,要采样的[CubeMap]纹" -"理。" +"当使用 [constant SOURCE_TEXTURE] 作为 [member source] 时,要采样的 [CubeMap] " +"纹理。" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" @@ -90341,7 +90669,8 @@ msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" -"将[code]hint_albedo[/code]作为提示添加到uniform声明中,以便将sRGB转换为线性。" +"将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为" +"线性。" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml @@ -90350,8 +90679,8 @@ msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" -"将[code]hint_normal[/code]作为提示添加到uniform声明中,该声明在内部将纹理转换" -"为法线贴图。" +"将 [code]hint_normal[/code] 作为提示添加到 uniform 声明中,该声明在内部将纹理" +"转换为法线贴图。" #: doc/classes/VisualShaderNodeCubeMapUniform.xml msgid "A [CubeMap] uniform node to be used within the visual shader graph." @@ -90595,7 +90924,7 @@ msgstr "计算可视化着色器图中两个向量的点积。" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." -msgstr "在着色器语言中转换成[code]dot(a, b)[/code]。" +msgstr "在着色器语言中转换成 [code]dot(a, b)[/code]。" #: doc/classes/VisualShaderNodeExpression.xml msgid "" @@ -90612,10 +90941,10 @@ msgid "" "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" -"自定义Godot着色器语言表达式,有自定义数量的输入和输出端口。\n" -"所提供的代码直接注入到图形匹配着色器函数中,即[code]vertex[/code], " -"[code]fragment[/code], or [code]light[/code],所以它不能用于声明函数、变体、" -"uniforms或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解此类全局定" +"自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n" +"所提供的代码直接注入到图形匹配着色器函数中([code]vertex[/code]、" +"[code]fragment[/code] 或 [code]light[/code]),所以它不能用于声明函数、变体、" +"uniform 或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解此类全局定" "义。" #: doc/classes/VisualShaderNodeExpression.xml @@ -90626,8 +90955,8 @@ msgid "" "declare functions, varyings, uniforms, or global constants." msgstr "" "Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/" -"code], [code]fragment[/code], or [code]light[/code])的开头,因此不能用于声明" -"函数、varyings、uniforms或全局常量。" +"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明" +"函数、varying、uniform 或全局常量。" #: doc/classes/VisualShaderNodeFaceForward.xml msgid "" @@ -90644,10 +90973,10 @@ msgid "" "is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" "N[/code] is returned." msgstr "" -"在着色器语言中翻译为[code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" -"数。[code]N[/code],定向矢量,[code]I[/code],入射矢量,以及[code]Nref[/" -"code],参考矢量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为" -"[code]N[/code]。否则,将返回 [code]-N[/code]。" +"在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" +"数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/" +"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回" +"值为 [code]N[/code]。否则,将返回 [code]-N[/code]。" #: doc/classes/VisualShaderNodeFresnel.xml msgid "A Fresnel effect to be used within the visual shader graph." @@ -90818,7 +91147,7 @@ msgid "" "type (check [code]Tutorials[/code] section for link)." msgstr "" "提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列" -"表,请参阅着色器参考,即查看[code]Tutorials[/code]教程部分的链接。" +"表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。" #: doc/classes/VisualShaderNodeInput.xml msgid "" @@ -90934,7 +91263,7 @@ msgstr "在可视化着色器图中的两个标量之间进行线性插值。" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." -msgstr "在着色器语言中转换为[code]mix(a, b, weight)[/code]。" +msgstr "在着色器语言中转换为 [code]mix(a, b, weight)[/code]。" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "Calculates a scalar SmoothStep function within the visual shader graph." @@ -90949,10 +91278,10 @@ msgid "" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" -"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code]。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code];如果" -"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" -"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code]。\n" +"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code];如果 " +"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在 " +"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。" #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "A boolean/scalar function for use within the visual shader graph." @@ -91087,23 +91416,23 @@ msgstr "将输入端口中提供的纹理用于此函数。" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Performs a uniform texture lookup within the visual shader graph." -msgstr "在可视化着色器图中执行uniform的纹理查找。" +msgstr "在可视化着色器图中执行 uniform 的纹理查找。" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." -msgstr "对作为uniform着色器提供的纹理进行查找操作。" +msgstr "对作为 uniform 着色器提供的纹理进行查找操作。" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Sets the default color if no texture is assigned to the uniform." -msgstr "如果没有给uniform分配纹理,则设置默认颜色。" +msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." -msgstr "将[code]hint_aniso[/code]作为提示添加到uniform声明中,用于流程图。" +msgstr "将 [code]hint_aniso[/code] 作为提示添加到 uniform 声明中,用于流向图。" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to white color." @@ -91117,7 +91446,7 @@ msgstr "默认为黑色。" msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." -msgstr "在可视化着色器图中用三角面进行uniform纹理查找。" +msgstr "在可视化着色器图中用三角面进行 uniform 纹理查找。" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" @@ -91128,7 +91457,7 @@ msgstr "对作为uniform着色器提供的纹理进行查找操作,并支持 #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." -msgstr "从可视化着色器图中的四个[Vector3]组成一个[Transform]。" +msgstr "从可视化着色器图中的四个 [Vector3] 组成一个 [Transform]。" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" @@ -91136,25 +91465,25 @@ msgid "" "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" -"使用四个类型为[code]vec3[/code]的向量创建一个4x4变换矩阵。每个向量是矩阵中的" -"一行,最后一列是一个[code]vec4(0, 0, 0, 1)[/code]。" +"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵" +"中的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant for use within the visual shader graph." -msgstr "一个[Transform]常量,在可视化着色器图中使用。" +msgstr "[Transform] 常量,在可视化着色器图中使用。" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A constant [Transform], which can be used as an input node." -msgstr "一个常量[Transform],可以作为一个输入节点使用。" +msgstr "常量 [Transform],可以作为一个输入节点使用。" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant which represents the state of this node." -msgstr "一个[Transform]常量,表示这个节点的状态。" +msgstr "[Transform] 常量,表示这个节点的状态。" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." -msgstr "将一个[Transform]分解为可视化着色器图中的四个[Vector3]。" +msgstr "将一个 [Transform] 分解为可视化着色器图中的四个 [Vector3]。" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" @@ -91200,47 +91529,47 @@ msgstr "要对变换进行的乘法类型。参阅[enum Operator]的选项。" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." -msgstr "将变换[code]a[/code]乘以变换[code]b[/code]。" +msgstr "将变换 [code]a[/code] 乘以变换 [code]b[/code]。" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." -msgstr "将变换[code]b[/code]乘以变换[code]a[/code]。" +msgstr "将变换 [code]b[/code] 乘以变换 [code]a[/code]。" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." -msgstr "对变换[code]a[/code]与变换[code]b[/code]进行分量明智的乘法。" +msgstr "对变换 [code]a[/code] 与变换 [code]b[/code] 进行分量明智的乘法。" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." -msgstr "对变换[code]b[/code]与变换[code]a[/code]进行分量明智的乘法。" +msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。" #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "A [Transform] uniform for use within the visual shader graph." -msgstr "在可视化着色器图中使用的[Transform]uniform。" +msgstr "在可视化着色器图中使用的 [Transform] uniform。" #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "Translated to [code]uniform mat4[/code] in the shader language." -msgstr "在着色器语言中被转换成[code]uniform mat4[/code]。" +msgstr "在着色器语言中被转换成 [code]uniform mat4[/code]。" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." -msgstr "在可视化着色器图中,将一个[Transform]和一个[Vector3]相乘。" +msgstr "在可视化着色器图中,将一个 [Transform] 和一个 [Vector3] 相乘。" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." -msgstr "对一个变换(4x4矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" +msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "The multiplication type to be performed. See [enum Operator] for options." -msgstr "要执行的乘法类型。参阅[enum Operator]的选项。" +msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." @@ -91301,23 +91630,23 @@ msgstr "该引用所指向的 uniform 的名称。" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant to be used within the visual shader graph." -msgstr "一个 [Vector3] 常量,用于可视化着色器图中。" +msgstr "[Vector3] 常量,用于可视化着色器图中。" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." -msgstr "一个常量 [Vector3],它可以作为输入节点使用。" +msgstr "常量 [Vector3],它可以作为输入节点使用。" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant which represents the state of this node." -msgstr "一个 [Vector3] 常量,表示该节点的状态。" +msgstr "[Vector3] 常量,表示该节点的状态。" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A [Vector3] uniform to be used within the visual shader graph." -msgstr "一个 [Vector3] 的 uniform,在可视化着色器图中使用。" +msgstr "[Vector3] 的 uniform,在可视化着色器图中使用。" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." -msgstr "在着色器语言中被转换成[code]uniform vec3[/code]。" +msgstr "在着色器语言中被转换成 [code]uniform vec3[/code]。" #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "Clamps a vector value within the visual shader graph." @@ -91329,30 +91658,30 @@ msgid "" "values. The operation is performed on each component of the vector " "individually." msgstr "" -"将一个值限制在[code]min[/code]和[code]max[/code]之间。该操作是对向量的每个分" -"量单独执行的。" +"将一个值限制在 [code]min[/code] 和 [code]max[/code] 之间。该操作是对向量的每" +"个分量单独执行的。" #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "Composes a [Vector3] from three scalars within the visual shader graph." -msgstr "从可视化着色器图中的三个标量组成一个[Vector3]。" +msgstr "从可视化着色器图中的三个标量组成一个 [Vector3]。" #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" -"使用三个标量值创建一个[code]vec3[/code],这些标量值可以由单独的输入提供。" +"使用三个标量值创建一个 [code]vec3[/code],这些标量值可以由单独的输入提供。" #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." -msgstr "将一个[Vector3]分解为可视化着色器图中的三个标量。" +msgstr "将一个 [Vector3] 分解为可视化着色器图中的三个标量。" #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." -msgstr "取一个[code]vec3[/code]并将其分解为三个标量值,可作为单独的输入。" +msgstr "取一个 [code]vec3[/code] 并将其分解为三个标量值,可作为单独的输入。" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Calculates a vector derivative within the visual shader graph." @@ -91360,7 +91689,7 @@ msgstr "在可视化着色器图中计算一个向量导数。" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "A derivative type. See [enum Function] for options." -msgstr "派生类型。选项参阅[enum Function]。" +msgstr "派生类型。选项参阅 [enum Function]。" #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" @@ -91374,8 +91703,8 @@ msgid "" "vector [code]p1[/code].\n" "Translated to [code]distance(p0, p1)[/code] in the shader language." msgstr "" -"计算从向量[code]p0[/code]表示的点到向量[code]p1[/code]的距离。\n" -"在着色器语言中被转换成[code]distance(p0, p1)[/code]。" +"计算从向量 [code]p0[/code] 表示的点到向量 [code]p1[/code] 的距离。\n" +"在着色器语言中被转换成 [code]distance(p0, p1)[/code]。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." @@ -91387,7 +91716,7 @@ msgstr "可视化着色器节点,能够使用向量执行不同的函数。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "The function to be performed. See [enum Function] for options." -msgstr "要执行的函数。参阅[enum Function]的选项。" +msgstr "要执行的函数。参阅 [enum Function] 的选项。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" @@ -91549,8 +91878,8 @@ msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]weight[/code] is a [Vector3] with weights for each component." msgstr "" -"在着色器语言中转换成[code]mix(a, b, weight)[/code],其中[code]weight[/code]是" -"一个[Vector3],每个分量的权重。" +"在着色器语言中转换成 [code]mix(a, b, weight)[/code],其中 [code]weight[/" +"code] 是一个 [Vector3],每个分量的权重。" #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." @@ -91645,8 +91974,8 @@ msgid "" "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector " "and [code]eta[/code] is the ratio of the indices of the refraction." msgstr "" -"在着色器语言中转换成[code]refract(I, N, eta)[/code],其中[code]I[/code]是入射" -"向量,[code]N[/code]是法线向量,[code]eta[/code]是折射的比率。" +"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是" +"入射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。" #: doc/classes/VisualShaderNodeVectorScalarMix.xml msgid "" @@ -91660,8 +91989,8 @@ msgid "" "[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a " "scalar." msgstr "" -"在着色器语言中转换成[code]mix(a, b, weight)[/code],其中[code]a[/code]和" -"[code]b[/code]是向量,[code]weight[/code]是标量。" +"在着色器语言中转换成 [code]mix(a, b, weight)[/code],其中 [code]a[/code] 和 " +"[code]b[/code] 是向量,[code]weight[/code] 是标量。" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml msgid "" @@ -91678,11 +92007,11 @@ msgid "" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" -"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/" -"code]是一个标量。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果" -"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" -"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code],其中 [code]x[/" +"code] 是一个标量。\n" +"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code],如果 " +"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" +"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。" #: doc/classes/VisualShaderNodeVectorScalarStep.xml msgid "Calculates a vector Step function within the visual shader graph." @@ -91694,8 +92023,8 @@ msgid "" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] " "and [code]1.0[/code] otherwise." msgstr "" -"在着色器语言中转换成[code]step(edge, x)[/code]。\n" -"如果[code]x[/code]小于[code]edge[/code],返回 [code]0.0[/code],否则返回 " +"在着色器语言中转换成 [code]step(edge, x)[/code]。\n" +"如果 [code]x[/code] 小于 [code]edge[/code],返回 [code]0.0[/code],否则返回 " "[code]1.0[/code]。" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml @@ -91711,11 +92040,11 @@ msgid "" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" -"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/" -"code]是一个向量。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果" -"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" -"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code],其中 [code]x[/" +"code] 是一个向量。\n" +"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code],如果 " +"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在 " +"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。" #: doc/classes/VScrollBar.xml msgid "Vertical scroll bar." @@ -91763,8 +92092,8 @@ msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" -"分隔线的样式。与[StyleBoxLine]一起使用效果最好,记得要启用[member " -"StyleBoxLine.vertical]。" +"分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(记得要启用 [member " +"StyleBoxLine.vertical])。" #: doc/classes/VSlider.xml msgid "Vertical slider." @@ -91777,7 +92106,7 @@ msgid "" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" -"垂直滑动条。请参阅 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n" +"垂直滑动条。见 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n" "[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " "[Range] 类的一部分,该类继承自它。" @@ -91798,7 +92127,7 @@ msgstr "垂直拆分容器。" #: doc/classes/VSplitContainer.xml msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." -msgstr "垂直拆分容器。参阅[SplitContainer]。这是从上到下的。" +msgstr "垂直拆分容器。见 [SplitContainer]。这是从上到下的。" #: doc/classes/WeakRef.xml msgid "" @@ -91846,8 +92175,8 @@ msgid "" "after the connection is established (will return [code]65535[/code] until " "then)." msgstr "" -"返回创建时分配给该通道的ID,或在协商时自动分配。\n" -"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回 " +"返回创建时分配给该通道的 ID,或在协商时自动分配。\n" +"如果该通道没有进行带外协商,那么该 ID 将只在连接建立后可用,在此之前将返回 " "[code]65535[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -91860,8 +92189,8 @@ msgid "" "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" -"返回创建时分配给这个通道的[code]maxPacketLifeTime[/code]值。\n" -"如果没有指定,将是[code]65535[/code]。" +"返回创建时分配给这个通道的 [code]maxPacketLifeTime[/code] 值。\n" +"如果没有指定,将是 [code]65535[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" @@ -91869,8 +92198,8 @@ msgid "" "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" -"返回创建时分配给这个通道的[code]maxRetransmits[/code]值。\n" -"如果没有指定,将是[code]65535[/code]。" +"返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n" +"如果没有指定,将是 [code]65535[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" @@ -91880,7 +92209,7 @@ msgstr "返回创建时分配给这个通道的子协议。如果没有指定, #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the current state of this channel, see [enum ChannelState]." -msgstr "返回该通道的当前状态,参阅[enum ChannelState]。" +msgstr "返回该通道的当前状态,见 [enum ChannelState]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" @@ -91903,7 +92232,7 @@ msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" -"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。参阅[member " +"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。见 [member " "write_mode]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -91916,16 +92245,16 @@ msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" -"告诉通道以文本形式在这个通道上发送数据。外部对等体(非Godot)会以字符串的形式" -"接收。" +"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形" +"式接收。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as binary. An external peer " "(non-Godot) would receive this as array buffer or blob." msgstr "" -"告诉通道以二进制形式在此通道上发送数据。外部对等体(非Godot)将以数组缓冲区或" -"blob的形式接收。" +"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区" +"或 blob 的形式接收。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was created, but it's still trying to connect." @@ -91950,8 +92279,8 @@ msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" -"简单的接口,用于创建由[WebRTCPeerConnection]组成的点对点网状网络,与" -"[MultiplayerAPI]兼容。" +"简单的接口,用于创建由 [WebRTCPeerConnection] 组成的点对点网状网络,与 " +"[MultiplayerAPI] 兼容。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" @@ -91990,12 +92319,12 @@ msgid "" "the [code]maxPacketLifetime[/code] option when creating unreliable and " "ordered channels (see [method WebRTCPeerConnection.create_data_channel])." msgstr "" -"以给定的[code]peer_id[/code]添加一个新的对等体到网状结构。该" -"[WebRTCPeerConnection]必须处于[constant WebRTCPeerConnection.STATE_NEW]状" +"以给定的 [code]peer_id[/code] 添加一个新的对等体到网状结构。该 " +"[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状" "态。\n" "将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时," -"[code]unreliable_lifetime[/code]的值将被传递给[code]maxPacketLifetime[/code]" -"选项,参阅[method WebRTCPeerConnection.create_data_channel]。" +"[code]unreliable_lifetime[/code] 的值将被传递给 [code]maxPacketLifetime[/" +"code]选项(见 [method WebRTCPeerConnection.create_data_channel])。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "Close all the add peer connections and channels, freeing all resources." @@ -92009,25 +92338,25 @@ msgid "" "[WebRTCDataChannel], and [code]connected[/code] a boolean representing if " "the peer connection is currently connected (all three channels are open)." msgstr "" -"返回一个具有给定[code]peer_id[/code]的对等体的字典表示,有三个键。" -"[code]connection[/code]包含到这个对等体的[WebRTCPeerConnection]," -"[code]channels[/code]三个[WebRTCDataChannel]的数组,以及[code]connected[/" -"code]一个布尔值,表示对等体连接是否当前已连接,注,所有三个通道都打开。" +"返回一个具有给定 [code]peer_id[/code] 的对等体的字典表示,有三个键。" +"[code]connection[/code] 包含到这个对等体的 [WebRTCPeerConnection]," +"[code]channels[/code] 三个 [WebRTCDataChannel] 的数组,以及 [code]connected[/" +"code] 一个布尔值,表示对等体连接是否当前已连接(所有三个通道都打开)。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" -"返回一个字典,其键是对等体的id,其值是对等体的表示,如[method get_peer]。" +"返回一个字典,其键是对等体的 id,其值是对等体的表示,如 [method get_peer]。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" -"如果给定的[code]peer_id[/code]在对等体映射中,则返回 [code]true[/code],尽管" -"它可能没有连接。" +"如果给定的 [code]peer_id[/code] 在对等体映射中,则返回 [code]true[/code],尽" +"管它可能没有连接。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" @@ -92048,18 +92377,18 @@ msgid "" "server_disconnected] will be emitted and state will become [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]." msgstr "" -"用给定的[code]peer_id[/code](必须在1和2147483647之间)初始化多人游戏对等" -"体。\n" -"如果[code]server_compatibilty[/code]是[code]false[/code](默认),多人对等体" -"将立即处于[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]状态," -"[signal NetworkedMultiplayerPeer.connection_succeeded]将不会被发射出来。\n" -"如果[code]server_compatibilty[/code]为 [code]true[/code],对等体将抑制所有" -"[signal NetworkedMultiplayerPeer.peer_connected]信号,直到一个id为[constant " -"NetworkedMultiplayerPeer.TARGET_PEER_SERVER]的对等体连接,然后发出[signal " -"NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连接的对等体" -"和可能连接的任何新对等体发出[signal NetworkedMultiplayerPeer.peer_connected]" -"的信号。如果服务器对等体在此之后断开连接,信号[signal " -"NetworkedMultiplayerPeer.server_disconnected]将被发出,状态将变成[constant " +"用给定的 [code]peer_id[/code](必须在 1 和 2147483647 之间)初始化多人游戏对" +"等体。\n" +"如果[code]server_compatibilty[/code] 是 [code]false[/code](默认),多人对等" +"体将立即处于 [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] 状态," +"[signal NetworkedMultiplayerPeer.connection_succeeded] 将不会被发射出来。\n" +"如果[code]server_compatibilty[/code] 为 [code]true[/code],对等体将抑制所有 " +"[signal NetworkedMultiplayerPeer.peer_connected] 信号,直到一个 id 为 " +"[constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] 的对等体连接,然后发" +"出 [signal NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连" +"接的对等体和可能连接的任何新对等体发出 [signal NetworkedMultiplayerPeer." +"peer_connected] 的信号。如果服务器对等体在此之后断开连接,信号 [signal " +"NetworkedMultiplayerPeer.server_disconnected] 将被发出,状态将变成 [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml @@ -92069,13 +92398,13 @@ msgid "" "emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] " "will be emitted." msgstr "" -"从网格中移除给定的[code]peer_id[/code]的对等体。如果对等体是连接的,并为其发" -"出[signal NetworkedMultiplayerPeer.peer_connected],那么[signal " -"NetworkedMultiplayerPeer.peer_disconnected]将被发出。" +"从网格中移除给定的 [code]peer_id[/code] 的对等体。如果对等体是连接的,并为其" +"发出 [signal NetworkedMultiplayerPeer.peer_connected],那么 [signal " +"NetworkedMultiplayerPeer.peer_disconnected] 将被发出。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Interface to a WebRTC peer connection." -msgstr "与WebRTC对等体连接的接口。" +msgstr "与 WebRTC 对等体连接的接口。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -92093,14 +92422,14 @@ msgid "" "After these steps, the connection should become connected. Keep on reading " "or look into the tutorial for more information." msgstr "" -"本地计算机和远程对等体之间的WebRTC连接。提供一个接口来连接、维护和监控连" +"本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连" "接。\n" -"从当前开始,在两个对等体之间建立WebRTC连接,这不是一项简单的任务,但它可以分" -"解为3个主要步骤。\n" +"从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以" +"分解为 3 个主要步骤。\n" "- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给" "另一个对等体([code]B[/code]从现在开始)。\n" -"- [code]B[/code]收到要约,生成和回答,并将其发送给[code]A[/code])。\n" -"- [code]A[/code]和[code]B[/code]然后生成并相互交换ICE候选。\n" +"- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n" +"- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n" "在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -92118,7 +92447,7 @@ msgid "" "call [method initialize]." msgstr "" "关闭对等体连接和与之相关的所有数据通道。\n" -"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用[method " +"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method " "initialize]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -92197,14 +92526,14 @@ msgid "" "session_description_created] will be called when the session is ready to be " "sent." msgstr "" -"创建一个新的SDP提交,以开始与远程对等体的WebRTC连接。在调用此方法之前,至少要" -"创建一个[WebRTCDataChannel]。\n" -"如果这个函数返回[constant OK],当会话准备好被发送时,[signal " -"session_description_created]将被调用。" +"创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至" +"少要创建一个 [WebRTCDataChannel]。\n" +"如果这个函数返回 [constant OK],当会话准备好被发送时,[signal " +"session_description_created] 将被调用。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Returns the connection state. See [enum ConnectionState]." -msgstr "返回连接状态。参阅[enum ConnectionState]。" +msgstr "返回连接状态。见 [enum ConnectionState]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -92256,8 +92585,8 @@ msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" -"经常调用这个方法以正确接收信号,例如在[method Node._process]或[method Node." -"_physics_process]中。" +"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method " +"Node._physics_process] 中。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -92267,10 +92596,10 @@ msgid "" "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." msgstr "" -"设置本地对等体的SDP描述。这应是在响应[signal session_description_created]时调" -"用的。\n" -"调用此函数后,对等体将开始发出[signal ice_candidate_created],除非返回与" -"[constant OK]不同的[enum Error]。" +"设置本地对等体的 SDP 描述。这应是在响应 [signal session_description_created] " +"时调用的。\n" +"调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 " +"[constant OK] 不同的 [enum Error]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -92281,11 +92610,11 @@ msgid "" "If [code]type[/code] is [code]answer[/code] the peer will start emitting " "[signal ice_candidate_created]." msgstr "" -"设置远程对等体的SDP描述。应用远程对等体产生的值来调用,并通过信号服务器接" +"设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接" "收。\n" -"如果[code]type[/code]是[code]offer[/code],对等体将发出[signal " -"session_description_created]并给出适当的答案。\n" -"如果[code]type[/code]是[code]answer[/code],对等体将开始发出[signal " +"如果 [code]type[/code] 是 [code]offer[/code],对等体将发出 [signal " +"session_description_created] 并给出适当的答案。\n" +"如果 [code]type[/code] 是 [code]answer[/code],对等体将开始发出 [signal " "ice_candidate_created]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -92306,7 +92635,8 @@ msgid "" "Emitted when a new ICE candidate has been created. The three parameters are " "meant to be passed to the remote peer over the signaling server." msgstr "" -"当新的ICE候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等体。" +"当新的 ICE 候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等" +"体。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" @@ -92315,8 +92645,8 @@ msgid "" "meant to be passed to [method set_local_description] on this object, and " "sent to the remote peer over the signaling server." msgstr "" -"在成功调用[method create_offer]或[method set_remote_description]后触发,当它" -"产生一个应答时。这些参数是为了传递给这个对象上的[method " +"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发," +"当它产生一个应答时。这些参数是为了传递给这个对象上的 [method " "set_local_description],并通过信号服务器发送给远程对等体。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -92329,28 +92659,28 @@ msgstr "连接是新的,数据通道和提交可以在这种状态下创建。 msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." -msgstr "对等体正在连接,ICE正在进行中,没有任何传输失败。" +msgstr "对等体正在连接,ICE 正在进行中,没有任何传输失败。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "The peer is connected, all ICE transports are connected." -msgstr "对等体已连接,所有的ICE传输都已连接。" +msgstr "对等体已连接,所有的 ICE 传输都已连接。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "At least one ICE transport is disconnected." -msgstr "至少有一个ICE传输被断开连接。" +msgstr "至少有一个 ICE 传输被断开连接。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "One or more of the ICE transports failed." -msgstr "一个或更多的ICE传输失败。" +msgstr "一个或更多的 ICE 传输失败。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer connection is closed (after calling [method close] for example)." -msgstr "对等连接已关闭,例如在调用[method close]后。" +msgstr "对等连接已关闭,例如在调用 [method close] 后。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "A WebSocket client implementation." -msgstr "WebSocket客户端的实现。" +msgstr "WebSocket 客户端的实现。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" @@ -92364,12 +92694,13 @@ msgid "" "You will receive appropriate signals when connecting, disconnecting, or when " "new data is available." msgstr "" -"该类实现了一个与任何符合RFC 6455的WebSocket服务器兼容的WebSocket客户端。\n" -"这个客户端可以选择性地作为[MultiplayerAPI]的网络对等体使用。\n" -"在启动客户端后([method connect_to_url]),你需要[method " -"NetworkedMultiplayerPeer.poll]它以固定的时间间隔,例如在[method Node." -"_process]内。\n" -"当连接、断开连接或有新数据时,你将收到适当的信号。" +"该类实现了一个 WebSocket 客户端,与任何符合 RFC 6455 的 WebSocket 服务器兼" +"容。\n" +"这个客户端可以选择性地作为 [MultiplayerAPI] 的网络对等体使用。\n" +"在启动客户端后([method connect_to_url]),你需要以固定的时间间隔调用 " +"[method NetworkedMultiplayerPeer.poll](例如在 [method Node._process] " +"内)。\n" +"当连接、断开连接或有新数据时,你将收到相应的信号。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" @@ -92395,38 +92726,38 @@ msgid "" "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" -"连接到给定的URL,请求给定的[code]protocols[/code]之一作为子协议。如果列表为" -"空,默认为空,将不请求子协议。\n" -"如果[code]true[/code]作为[code]gd_mp_api[/code]被传递,客户端将表现得像" -"[MultiplayerAPI]的网络对等体,与非Godot服务器的连接将不工作,并且[signal " +"连接到给定的 URL,请求给定的 [code]protocols[/code] 之一作为子协议。如果列表" +"为空,默认为空,将不请求子协议。\n" +"如果 [code]true[/code] 作为 [code]gd_mp_api[/code] 被传递,客户端将表现得像 " +"[MultiplayerAPI] 的网络对等体,与非 Godot 服务器的连接将不工作,并且[signal " "data_received]将不被触发。\n" -"如果[code]false[/code]被传递,默认传递,你必须调用[PacketPeer]函数," -"[code]put_packet[/code], [code]get_packet[/code]等,对通过[code]get_peer(1)[/" -"code]返回的[WebSocketPeer],而不是直接对该对象,例如,[code]get_peer(1)." +"如果 [code]false[/code] 被传递,默认传递,你必须调用 [PacketPeer]函数," +"[code]put_packet[/code], [code]get_packet[/code] 等,对通过[code]get_peer(1)" +"[/code] 返回的 [WebSocketPeer],而不是直接对该对象,例如 [code]get_peer(1)." "put_packet(data)[/code]。\n" -"你可以选择传递一个[code]custom_headers[/code]的列表,以添加到握手的HTTP请求" -"中。\n" -"[b]注意:[/b]为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/code]" -"(安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保使用" -"与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行[code]wss://[/" -"code]连接,因为它不会与SSL证书相匹配。\n" -"[b]注意:[/b]由于浏览器的限制,指定[code]custom_headers[/code]在HTML5导出中不" -"被支持。" +"你可以选择传递一个 [code]custom_headers[/code] 的列表,以添加到握手的 HTTP 请" +"求中。\n" +"[b]注意:[/b]为了避免 HTML5 中的混合内容警告或错误,须使用以 [code]wss://[/" +"code](安全)开头的 [code]url[/code],而不是 [code]ws://[/code]。这样做时,确" +"保使用与服务器的 SSL 证书中定义的完全合格的域名。不要直接通过 IP 地址进行 " +"[code]wss://[/code] 连接,因为它不会与 SSL 证书相匹配。\n" +"[b]注意:[/b]由于浏览器的限制,指定 [code]custom_headers[/code] 在 HTML5 导出" +"中不被支持。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" -"断开此客户端与所连接主机的连接。更多信息参阅[method WebSocketPeer.close]。" +"断开此客户端与所连接主机的连接。详情请参阅 [method WebSocketPeer.close]。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP address of the currently connected host." -msgstr "返回当前连接的主机的IP地址。" +msgstr "返回当前连接的主机的 IP 地址。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP port of the currently connected host." -msgstr "返回当前连接的主机的IP端口。" +msgstr "返回当前连接的主机的 IP 端口。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" @@ -92436,9 +92767,9 @@ msgid "" "[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" -"如果指定,该[X509Certificate]将是连接到SSL主机时唯一接受的证书。任何由服务器" -"提供的其他证书将被视为无效。\n" -"[b]注意:[/b]由于浏览器的限制,在HTML5导出中不支持指定一个自定义的" +"如果指定,该 [X509Certificate] 将是连接到 SSL 主机时唯一接受的证书。任何由服" +"务器提供的其他证书将被视为无效。\n" +"[b]注意:[/b]由于浏览器的限制,在 HTML5 导出中不支持指定一个自定义的 " "[code]trusted_ssl_certificate[/code]。" #: modules/websocket/doc_classes/WebSocketClient.xml @@ -92447,7 +92778,7 @@ msgid "" "[b]Note:[/b] You must specify the certificates to be used in the Project " "Settings for it to work when exported." msgstr "" -"如果 [code]true[/code],则启用 SSL 证书验证。\n" +"如果为 [code]true[/code],则启用 SSL 证书验证。\n" "[b]注意:[/b]你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。" #: modules/websocket/doc_classes/WebSocketClient.xml @@ -92455,7 +92786,7 @@ msgid "" "Emitted when the connection to the server is closed. [code]was_clean_close[/" "code] will be [code]true[/code] if the connection was shutdown cleanly." msgstr "" -"当与服务器的连接被关闭时触发。[code]was_clean_close[/code] 将是[code]true[/" +"当与服务器的连接被关闭时触发。[code]was_clean_close[/code] 将是 [code]true[/" "code] 如果连接完全关闭。" #: modules/websocket/doc_classes/WebSocketClient.xml @@ -92467,8 +92798,8 @@ msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" -"当与服务器建立连接时触发,[code]protocol[/code]协议将包含与服务器达成一致的子" -"协议。" +"当与服务器建立连接时触发,[code]protocol[/code] 将包含与服务器达成一致的子协" +"议。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" @@ -92485,9 +92816,9 @@ msgid "" "until you get a [signal connection_closed] signal to achieve the clean " "close. See [method WebSocketPeer.close] for more details." msgstr "" -"当服务器请求完全关闭时触发。你应该继续进行轮询,直到获得[signal " -"connection_closed]信号,以实现彻底的关闭。更多细节参阅[method WebSocketPeer." -"close]。" +"当服务器请求完全关闭时触发。你应该继续进行轮询,直到获得 [signal " +"connection_closed] 信号,以实现彻底的关闭。更多细节参阅 [method " +"WebSocketPeer.close]。" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "Base class for WebSocket server and client." @@ -92518,13 +92849,13 @@ msgid "" "[b]Note:[/b] HTML5 exports only use the input buffer since the output one is " "managed by browsers." msgstr "" -"配置该WebSocket对等体的缓冲区大小。默认值可以在项目设置中的[code]network/" -"limits[/code]下指定。对于服务器,数值是指每个连接的对等体。\n" +"配置该 WebSocket 对等体的缓冲区大小。默认值可以在项目设置中的 [code]network/" +"limits[/code] 下指定。对于服务器,数值是指每个连接的对等体。\n" "前两个参数定义了输入缓冲区的大小和排队数据包的限制,后两个参数定义了输出缓冲" "区。\n" -"缓冲区的大小以KiB为单位,所以[code]4=2^12=4096字节[/code]。所有的参数都将被四" -"舍五入到最接近的2的幂。\n" -"[b]注意:[/b]HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。" +"缓冲区的大小以 KiB 为单位,所以 [code]4=2^12=4096字节[/code]。所有的参数都将" +"被四舍五入到最接近的 2 的幂。\n" +"[b]注意:[/b]HTML5 输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" @@ -92562,13 +92893,13 @@ msgid "" "[b]Note:[/b] The HTML5 export might not support all status codes. Please " "refer to browser-specific documentation for more details." msgstr "" -"关闭此WebSocket连接。[code]code[/code]是关闭的状态代码,有效状态代码的列表参" -"阅RFC 6455第7.4节。[code]reason[/code] 是关闭连接的只读原因(可以是任何小于" -"123字节的UTF-8字符串)。\n" -"[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到[signal " -"WebSocketClient.connection_closed]或[signal WebSocketServer." +"关闭此 WebSocket 连接。[code]code[/code] 是关闭的状态代码,有效状态代码的列表" +"参阅 RFC 6455 第 7.4 节。[code]reason[/code] 是关闭连接的只读原因(可以是任何" +"小于 123 字节的 UTF-8 字符串)。\n" +"[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到 [signal " +"WebSocketClient.connection_closed] 或 [signal WebSocketServer." "client_disconnected]。\n" -"[b]注意:[/b]HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更" +"[b]注意:[/b]HTML5 导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更" "多细节。" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -92593,12 +92924,12 @@ msgid "" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" -"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b]HTML5导出使用WebSocket." -"bufferedAmount,而其他平台使用内部缓冲区。" +"返回输出的 websocket 缓冲区中的当前数据量。[b]注意:[/b]HTML5 导出使用 " +"WebSocket.bufferedAmount,而其他平台使用内部缓冲区。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Gets the current selected write mode. See [enum WriteMode]." -msgstr "获取当前选择的写入模式。参阅[enum WriteMode]。" +msgstr "获取当前选择的写入模式。见 [enum WriteMode]。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." @@ -92623,24 +92954,24 @@ msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" -"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。参阅" +"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。见 " "[enum WriteMode]。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." -msgstr "指定WebSockets消息应作为文本有效载荷传输(只允许有效的UTF-8)。" +msgstr "指定 WebSockets 消息应作为文本有效载荷传输(只允许有效的 UTF-8)。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." -msgstr "指定WebSockets消息应以二进制有效载荷的形式传输(允许任何字节组合)。" +msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "A WebSocket server implementation." -msgstr "WebSocket服务器的实现。" +msgstr "WebSocket 服务器的实现。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -92663,7 +92994,7 @@ msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" -"断开由[code]id[/code]标识的对等体与服务器的连接。更多信息参阅[method " +"断开由 [code]id[/code] 标识的对等体与服务器的连接。详情请参阅 [method " "WebSocketPeer.close]。" #: modules/websocket/doc_classes/WebSocketServer.xml @@ -92691,15 +93022,16 @@ msgid "" "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" "在给定的端口上开始监听。\n" -"你可以通过 \"协议\" 数组指定所需的子协议。如果列表为空(默认情况下),将不请" +"你可以通过“protocols”数组指定所需的子协议。如果列表为空(默认情况下),将不请" "求任何子协议。\n" -"如果[code]true[/code]作为[code]gd_mp_api[/code]传递,服务器将表现得像" -"[MultiplayerAPI]的网络对等体,来自非Godot客户端的连接将不工作,并且[signal " -"data_received]将不被触发。\n" -"如果[code]false[/code]被传递(默认),你必须调用[PacketPeer]函数" -"([code]put_packet[/code], [code]get_packet[/code], etc.),在通过" -"[code]get_peer(id)[/code]返回的[WebSocketPeer]上,与具有给定[code]id[/code]的" -"对等体进行通信,例如,[code]get_peer(id).get_available_packet_count[/code]。" +"如果传递的 [code]gd_mp_api[/code] 为 [code]true[/code],服务器将表现得像 " +"[MultiplayerAPI] 的网络对等体,来自非 Godot 客户端的连接将不工作,并且 " +"[signal data_received] 将不被触发。\n" +"如果传递的是 [code]false[/code](默认),你必须调用 [PacketPeer] 函数" +"([code]put_packet[/code]、[code]get_packet[/code] 等),在通过 " +"[code]get_peer(id)[/code] 返回的 [WebSocketPeer] 上,与具有给定 [code]id[/" +"code] 的对等体进行通信(例如 [code]get_peer(id).get_available_packet_count[/" +"code])。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -92716,8 +93048,9 @@ msgid "" "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] " "will cause the server to listen only to the local host." msgstr "" -"当不设置为[code]*[/code]时,将限制进入的连接到指定的IP地址。将[code]bind_ip[/" -"code]设置为[code]127.0.0.1[/code]将导致服务器只监听本地主机。" +"当不设置为 [code]*[/code] 时,将限制进入的连接到指定的 IP 地址。将 " +"[code]bind_ip[/code] 设置为 [code]127.0.0.1[/code] 将导致服务器只监听本地主" +"机。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -92743,8 +93076,8 @@ msgid "" "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" -"当设置为有效的[CryptoKey]时,与[member ssl_certificate]一起,将导致服务器需要" -"SSL而不是普通的TCP,即[code]wss://[/code]协议。" +"当设置为有效的 [CryptoKey] 时,与 [member ssl_certificate] 一起,将导致服务器" +"需要 SSL 而不是普通的 TCP,即 [code]wss://[/code] 协议。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -92752,8 +93085,8 @@ msgid "" "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" -"当设置为有效的[X509Certificate]时,连同[member private_key],将导致服务器需要" -"SSL而不是普通的TCP,即[code]wss://[/code]协议。" +"当设置为有效的 [X509Certificate] 时,连同 [member private_key],将导致服务器" +"需要 SSL 而不是普通的 TCP,即 [code]wss://[/code] 协议。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -92947,7 +93280,7 @@ msgstr "" " webxr_interface.xr_standard_mapping = true\n" "\n" " # WebXR使用了大量的异步回调,\n" -" # 所以我们要连接各种信号来接收它们。 \n" +" # 所以我们要连接各种信号来接收它们。 \n" " webxr_interface.connect(\"session_supported\", self, " "\"_webxr_session_supported\")\n" " webxr_interface.connect(\"session_started\", self, " @@ -92959,7 +93292,7 @@ msgstr "" "\n" " # 这将立即返回——自身的_webxr_session_supported()方法\n" " # (我们在上面连接了'session_supported' 信号)将在稍后被调用\n" -" # 让我们知道它是否被支持。 \n" +" # 让我们知道它是否被支持。 \n" " webxr_interface.is_session_supported(\"immersive-vr\")\n" "\n" "func _webxr_session_supported(session_mode, supported):\n" @@ -92972,7 +93305,7 @@ msgstr "" " return\n" "\n" " # 获得沉浸式的VR体验,而不是AR('immersive-ar')\n" -" # 或一个简单的3DoF查看器('viewer')。 \n" +" # 或一个简单的3DoF查看器('viewer')。 \n" " webxr_interface.session_mode = 'immersive-vr'\n" " # 'bounded-floor'是房间大小,'local-floor'是站着或坐着的\n" " # 体验(如果你有3DoF耳机,它会让你离地面1.6米)。\n" @@ -93002,7 +93335,7 @@ msgstr "" " get_viewport().arvr = true\n" " # 这将是您从上面请求的类型中最终得到的引用空间类型。\n" " # 如果你想让游戏在'bounded-floor'和 'local-floor' 中有一点不同,\n" -" # 这是很有用的。 \n" +" # 这是很有用的。 \n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" "\n" @@ -93057,10 +93390,10 @@ msgid "" "- [signal squeezestart]" msgstr "" "获取给定 [code]controller_id[/code] 的 [ARVRPositionalTracker]。\n" -"在 WebXR 的上下文中, \"controller\"控制器可以是高级 VR 控制器,如 Oculus " -"Touch 或 Index 控制器,甚至可以是屏幕上的点击、语音命令或设备本身的按钮按下。" -"当使用非传统控制器时,将 [ARVRPositionalTracker] 的位置和方向解释为指向用户希" -"望与之交互的对象的射线。\n" +"在 WebXR 的上下文中,“controller”控制器可以是高级 VR 控制器,如 Oculus Touch " +"或 Index 控制器,甚至可以是屏幕上的点击、语音命令或设备本身的按钮按下。当使用" +"非传统控制器时,将 [ARVRPositionalTracker] 的位置和方向解释为指向用户希望与之" +"交互的对象的射线。\n" "使用此方法获取有关触发以下信号之一的控制器的信息:\n" "- [signal selectstart]\n" "- [signal select]\n" @@ -93091,11 +93424,11 @@ msgid "" "This method returns nothing, instead it emits the [signal session_supported] " "signal with the result." msgstr "" -"检查给定的[code]session_mode[/code]是否被用户的浏览器支持。\n" -"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" -"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。\n" -"此方法不返回任何东西,而是将结果发送给[signal session_supported]信号。" +"检查给定的 [code]session_mode[/code] 是否被用户的浏览器支持。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" +"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n" +"此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93144,12 +93477,13 @@ msgid "" "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" -"引用空间类型,来自[member requested_reference_space_types]属性中设置的请求类" -"型列表,最终由[method ARVRInterface.initialize]在设置WebXR会话时使用。\n" -"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRReferenceSpaceType]WebXR的XRReferenceSpaceType[/url]。如果你想使用一个特定" -"的引用空间类型,它必须被列入[member required_features]或[member " -"optional_features]中。" +"引用空间类型,来自 [member requested_reference_space_types] 属性中设置的请求" +"类型列表,最终由 [method ARVRInterface.initialize] 在设置 WebXR 会话时使" +"用。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果你想使用一个特" +"定的引用空间类型,它必须被列入 [member required_features] 或 [member " +"optional_features] 中。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93167,7 +93501,7 @@ msgid "" msgstr "" "[method ARVRInterface.initialize] 设置 WebXR 会话时使用的引用空间类型的逗号分" "隔列表。\n" -"按顺序请求引用空间类型,将使用用户设备或浏览器支持的第一个。 [member " +"按顺序请求引用空间类型,将使用用户设备或浏览器支持的第一个。[member " "reference_space_type] 属性包含最终使用的引用空间类型。\n" "这对已经初始化的接口没有任何影响。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" @@ -93206,11 +93540,11 @@ msgid "" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]." msgstr "" -"设置WebXR会话时,[method ARVRInterface.initialize]所使用的会话模式。\n" +"设置 WebXR 会话时,[method ARVRInterface.initialize] 所使用的会话模式。\n" "在已经初始化的情况下,这对接口没有任何影响。\n" -"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" -"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" +"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93223,7 +93557,7 @@ msgstr "" "指示用户是否可以看到 WebXR 会话的图像。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" "XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/" -"code], [code]\"visible\"[/code], 和 [code]\"visible-blurred\"[/code]。" +"code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93296,9 +93630,9 @@ msgid "" "[code]message[/code] may optionally contain an error message from WebXR, or " "an empty string if no message is available." msgstr "" -"如果会话启动失败,由[method ARVRInterface.initialize]触发。\n" -"[code]message[/code]可以选择包含一个来自WebXR的错误信息,如果没有信息,则为空" -"字符串。" +"如果会话启动失败,由 [method ARVRInterface.initialize] 触发。\n" +"[code]message[/code] 可以选择包含一个来自 WebXR 的错误信息,如果没有信息,则" +"为空字符串。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93307,17 +93641,17 @@ msgid "" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " "instruct Godot to start rendering to the AR/VR device." msgstr "" -"如果会话成功启动,由[method ARVRInterface.initialize]触发。\n" -"此时,应该执行[code]get_viewport().arvr = true[/code]来指示Godot开始向AR/VR设" -"备进行渲染是安全的。" +"如果会话成功启动,由 [method ARVRInterface.initialize] 触发。\n" +"此时,应该执行 [code]get_viewport().arvr = true[/code] 来指示 Godot 开始向 " +"AR/VR 设备进行渲染是安全的。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" -"由[method is_session_supported]触发,表示是否支持指定的[code]session_mode[/" -"code]。" +"由 [method is_session_supported] 触发,表示是否支持指定的 " +"[code]session_mode[/code]。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" @@ -93351,7 +93685,7 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Emitted when [member visibility_state] has changed." -msgstr "当[member visibility_state]已更改时触发。" +msgstr "当 [member visibility_state] 已更改时触发。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "We don't know the target ray mode." @@ -93381,8 +93715,8 @@ msgid "" "default toplevel [Control] that draws a window decoration and allows motion " "and resizing." msgstr "" -"Windowdialog是所有基于窗口的对话框的基类。它是一个默认的顶层[Control]控件,可" -"以绘制一个窗口装饰,并允许移动和调整大小。" +"Windowdialog 是所有基于窗口的对话框的基类。它是一个默认的顶层 [Control] 控" +"件,可以绘制一个窗口装饰,并允许移动和调整大小。" #: doc/classes/WindowDialog.xml msgid "" @@ -93397,7 +93731,7 @@ msgstr "" #: doc/classes/WindowDialog.xml msgid "If [code]true[/code], the user can resize the window." -msgstr "如果[code]true[/code],用户可以调整窗口大小。" +msgstr "如果为 [code]true[/code],用户可以调整窗口大小。" #: doc/classes/WindowDialog.xml msgid "The text displayed in the window's title bar." @@ -93415,7 +93749,7 @@ msgstr "关闭按钮的水平偏移。" msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." -msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了[member resizable]。" +msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了 [member resizable]。" #: doc/classes/WindowDialog.xml msgid "The vertical offset of the title text." @@ -93464,16 +93798,13 @@ msgstr "直接访问世界物理 3D 空间状态。用于查询当前和潜在 #: doc/classes/World.xml msgid "The World's [Environment]." -msgstr "World的[Environment]环境。" +msgstr "World 的 [Environment] 环境。" #: doc/classes/World.xml -#, fuzzy msgid "" "The World's fallback environment will be used if [member environment] fails " "or is missing." -msgstr "" -"如果 World 的 [Environment] 失败或丢失,将使用 World 的 " -"fallback_environment。" +msgstr "该 World 的回退环境会在 [member environment] 失败或丢失时使用。" #: doc/classes/World.xml msgid "" @@ -93526,7 +93857,7 @@ msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -"这个世界物理空间资源的[RID]。 [Physics2DServer] 用于 2D 物理,将其视为空间和" +"这个世界物理空间资源的 [RID]。[Physics2DServer] 用于 2D 物理,将其视为空间和" "区域。" #: doc/classes/WorldEnvironment.xml @@ -93654,8 +93985,8 @@ msgid "" "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" -"获取当前元素节点的名称。如果当前节点类型既不是[constant NODE_ELEMENT]也不是" -"[constant NODE_ELEMENT_END],将引发一个错误。" +"获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不" +"是 [constant NODE_ELEMENT_END],将引发一个错误。" #: doc/classes/XMLParser.xml msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index ba40f5ee74..84b16d22a6 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -482,7 +482,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1203,7 +1203,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28417,7 +28417,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31042,7 +31042,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34794,12 +34805,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "回傳參數的正弦值。" #: doc/classes/MeshInstance.xml msgid "" @@ -34835,7 +34852,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35634,6 +35654,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35680,6 +35703,9 @@ msgstr "回傳參數的正弦值。" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35723,6 +35749,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35742,6 +35771,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -35877,11 +35909,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -35997,6 +36065,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "計算兩個向量的外積。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "計算兩個向量的外積。" @@ -36210,20 +36295,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36440,6 +36545,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36610,7 +36725,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38492,13 +38615,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38510,7 +38639,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38520,15 +38652,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40240,6 +40378,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -45761,7 +45903,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49337,20 +49490,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49358,19 +49519,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49402,14 +49572,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54100,24 +54278,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54126,8 +54303,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54135,16 +54313,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54156,7 +54334,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54186,21 +54364,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54236,11 +54417,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54280,16 +54460,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54351,10 +54530,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54408,8 +54587,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54440,16 +54619,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54457,7 +54635,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58429,11 +58607,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63318,7 +63496,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml |