diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-01-07 13:33:58 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-01-07 13:39:06 +0100 |
commit | 50225a0f32bbf37469affb0a0797fae76ff8fdac (patch) | |
tree | 7f68ae0545697de93cf9d510647f4ab57e3de3a2 | |
parent | 315805649aacc9c103b8d4084ebd172d58793aed (diff) |
i18n: Sync classref translations with current 3.x codebase
(cherry picked from commit defb8011200f3ff908dd432cdbc095e4665677ef)
44 files changed, 48434 insertions, 11335 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 0f573dcd66..47ee5d5487 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -135,7 +135,7 @@ This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. - The general behaviour and available properties change according to the [member motion_mode]. + The general behavior and available properties change according to the [member motion_mode]. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. </description> </method> @@ -172,13 +172,13 @@ Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. </member> <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0"> - Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes. + Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. </member> <member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)"> Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. </member> <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0"> - Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour. + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. </member> <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index c70ce8acf9..e35471b4f6 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -154,13 +154,13 @@ Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. </member> <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0"> - Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes. + Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. </member> <member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)"> Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. </member> <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0"> - Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour. + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. </member> <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml index 7bf40f860b..c2e93ddeab 100644 --- a/doc/classes/MultiplayerReplicator.xml +++ b/doc/classes/MultiplayerReplicator.xml @@ -24,7 +24,7 @@ <argument index="1" name="object" type="Object" /> <argument index="2" name="peer_id" type="int" default="0" /> <description> - Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior. + Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behavior, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior. </description> </method> <method name="encode_state"> @@ -74,7 +74,7 @@ <argument index="1" name="object" type="Object" /> <argument index="2" name="peer_id" type="int" default="0" /> <description> - Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior. + Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behavior, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior. </description> </method> <method name="spawn_config"> @@ -85,7 +85,7 @@ <argument index="3" name="custom_send" type="Callable" /> <argument index="4" name="custom_receive" type="Callable" /> <description> - Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the spawn/despawn proecess. + Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behavior and customize the spawn/despawn proecess. Tip: You can use a custom property in the scene main script to return a customly optimized state representation. </description> </method> @@ -94,7 +94,7 @@ <argument index="0" name="scene_id" type="int" /> <argument index="1" name="peer_id" type="int" default="0" /> <description> - Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config]. + Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behavior, or call your send custom send callable if specified in [method sync_config]. [b]Note:[/b] The default implementation only allow syncing from server to clients. </description> </method> @@ -106,7 +106,7 @@ <argument index="3" name="custom_send" type="Callable" /> <argument index="4" name="custom_receive" type="Callable" /> <description> - Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the synchronization proecess. + Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behavior and customize the synchronization proecess. Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is highly recommended when dealing with many instances). </description> </method> diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml index d0976be4b5..71df40a693 100644 --- a/doc/classes/TabBar.xml +++ b/doc/classes/TabBar.xml @@ -235,7 +235,7 @@ <argument index="0" name="tab" type="int" /> <description> Emitted when a tab's close button is pressed. - [b]Note:[/b] Tabs are not removed automatically once the close button is pressed, this behaviour needs to be programmed manually. For example: + [b]Note:[/b] Tabs are not removed automatically once the close button is pressed, this behavior needs to be programmed manually. For example: [codeblocks] [gdscript] $TabBar.tab_close_pressed.connect($TabBar.remove_tab) diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 64256f33fd..6c39efd2f9 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -271,7 +271,7 @@ <return type="Vector2" /> <argument index="0" name="n" type="Vector2" /> <description> - Returns the vector reflected (ie mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code]. + Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code]. </description> </method> <method name="rotated" qualifiers="const"> diff --git a/doc/translations/ar.po b/doc/translations/ar.po index b4f3a36a68..4ed6776561 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -70,6 +70,71 @@ msgstr "أوصاف المُلكية" msgid "Method Descriptions" msgstr "أوصاف الدوال" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "أوصاف المُلكية" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "دوال GDScript المدمجة" @@ -540,16 +605,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -599,8 +672,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -609,7 +685,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -617,7 +696,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1463,7 +1543,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2973,31 +3061,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7062,7 +7227,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11969,7 +12137,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12037,11 +12205,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12049,23 +12219,26 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "يُرجع جيب المَعلم." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12073,7 +12246,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12161,8 +12334,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12172,17 +12346,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12193,16 +12373,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12214,27 +12400,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12354,7 +12552,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12413,7 +12613,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12771,8 +12972,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12821,6 +13022,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13320,6 +13527,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13746,9 +13954,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13991,7 +14199,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14659,7 +14869,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16677,7 +16887,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17994,7 +18206,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19517,6 +19729,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19534,11 +19753,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19618,8 +19839,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20062,10 +20294,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20114,7 +20345,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20284,8 +20517,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20294,7 +20527,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21369,6 +21604,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21845,10 +22088,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22328,7 +22573,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23899,14 +24144,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23982,7 +24227,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26099,6 +26344,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26327,7 +26578,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26350,7 +26601,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28638,7 +28889,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28659,7 +28914,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28678,8 +28937,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28692,7 +28960,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29010,7 +29287,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29038,7 +29319,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29233,6 +29518,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29249,15 +29631,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29862,9 +30246,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30795,6 +31179,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34019,16 +34426,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34049,10 +34453,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34068,25 +34469,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34103,14 +34495,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34119,35 +34508,402 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34247,10 +35003,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34410,22 +35162,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34524,6 +35366,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "يُرجع عكس قيمة الجذر التربيعي للمَعلم." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37858,7 +38769,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42472,16 +43385,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42543,12 +43456,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42629,10 +43536,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46081,7 +46984,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46124,8 +47027,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46137,6 +47041,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46996,12 +47913,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47130,15 +48047,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48401,14 +49309,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49455,7 +50355,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49638,7 +50538,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49745,7 +50645,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51811,7 +52711,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51835,19 +52735,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53545,7 +54464,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54230,6 +55149,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57448,7 +58377,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57470,9 +58399,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58574,17 +59505,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58604,10 +59535,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58731,25 +59662,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60905,9 +61817,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60962,9 +61874,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61005,10 +61917,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61029,12 +61941,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61043,17 +61958,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61154,21 +62069,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61192,12 +62101,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61224,20 +62127,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61249,19 +62142,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61958,10 +62838,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62077,6 +62959,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62595,7 +63489,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67585,6 +68479,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68421,6 +69331,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "يُرجع جيب المَعلم." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 09329317da..96ab70929c 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -61,6 +61,71 @@ msgstr "Descripcions de la Propietat" msgid "Method Descriptions" msgstr "Descripcions dels Mètodes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descripcions de la Propietat" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funcions GDScript integrades." @@ -582,16 +647,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -641,8 +714,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -651,7 +727,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -659,7 +738,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1491,7 +1571,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3001,31 +3089,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7085,7 +7250,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11973,7 +12141,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12038,11 +12206,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12050,7 +12220,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -12058,15 +12230,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12074,7 +12246,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12162,8 +12334,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12173,17 +12346,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12194,16 +12373,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12215,27 +12400,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12355,7 +12552,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12414,7 +12613,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12772,8 +12972,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12822,6 +13022,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13321,6 +13527,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13746,9 +13953,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13988,7 +14195,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14656,7 +14865,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16672,7 +16881,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17989,7 +18200,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index." "html" @@ -19508,6 +19719,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19525,11 +19743,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19609,8 +19829,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20053,10 +20284,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20105,7 +20335,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20275,8 +20507,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20285,7 +20517,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21360,6 +21594,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21836,10 +22078,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22319,7 +22563,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23888,14 +24132,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-" "example.html" @@ -23971,7 +24215,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index." "html" @@ -26086,6 +26330,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26314,7 +26564,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26337,7 +26587,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28623,7 +28873,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28644,7 +28898,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28663,8 +28921,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28677,7 +28944,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28994,7 +29270,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29022,7 +29302,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29216,6 +29500,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29232,15 +29613,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29843,9 +30226,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30775,6 +31158,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33990,16 +34396,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://godotengine.org/asset-library/asset/124" @@ -34019,10 +34422,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34038,25 +34438,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34073,14 +34464,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://godotengine.org/asset-library/asset/117" @@ -34088,35 +34476,389 @@ msgstr "https://godotengine.org/asset-library/asset/117" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34215,10 +34957,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34377,22 +35115,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34491,6 +35319,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37816,7 +38710,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42407,16 +43303,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42478,12 +43374,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42564,10 +43454,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46014,7 +46900,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46057,8 +46943,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46070,6 +46957,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46930,12 +47830,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47064,15 +47964,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48334,14 +49225,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49386,7 +50269,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49569,7 +50452,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49676,7 +50559,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51737,7 +52620,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51761,19 +52644,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53471,7 +54373,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54156,6 +55058,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57365,7 +58277,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57387,9 +58299,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58491,17 +59405,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58521,10 +59435,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58648,25 +59562,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60819,9 +61714,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60876,9 +61771,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60919,10 +61814,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60943,12 +61838,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60957,17 +61854,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61067,21 +61964,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61105,12 +61996,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61137,20 +62022,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61162,19 +62037,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61864,10 +62726,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61983,6 +62847,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62501,7 +63377,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/" "index.html" @@ -67473,6 +68349,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68307,6 +69199,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index cb715c2b92..0df1f347d0 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -54,6 +54,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -463,16 +527,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -522,8 +594,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -532,7 +607,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -540,7 +618,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1372,7 +1451,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2882,31 +2969,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6957,7 +7121,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11832,7 +11999,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11897,11 +12064,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11909,7 +12078,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11917,15 +12088,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11933,7 +12104,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12019,8 +12190,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12030,17 +12202,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12051,16 +12229,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12072,27 +12256,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12212,7 +12408,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12271,7 +12469,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12625,8 +12824,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12675,6 +12874,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13174,6 +13379,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13596,9 +13802,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13838,7 +14044,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14506,7 +14714,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16520,7 +16728,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17834,7 +18044,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19344,6 +19554,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19361,11 +19578,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19445,8 +19664,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19889,10 +20119,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19941,7 +20170,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20108,8 +20339,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20118,7 +20349,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21188,6 +21421,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21661,10 +21902,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22141,7 +22384,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23704,11 +23947,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23781,7 +24024,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25893,6 +26136,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26121,7 +26370,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26144,7 +26393,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28418,7 +28667,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28439,7 +28692,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28458,8 +28715,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28472,7 +28738,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28788,7 +29063,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28816,7 +29095,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29008,6 +29291,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29024,15 +29404,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29630,9 +30012,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30553,6 +30935,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33751,16 +34156,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33780,10 +34182,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33799,25 +34198,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33834,14 +34224,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33849,35 +34236,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33976,10 +34717,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34138,22 +34875,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34252,6 +35079,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37565,7 +38458,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42152,8 +43047,8 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " "beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " @@ -42223,12 +43118,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42309,10 +43198,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45802,8 +46687,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45815,6 +46701,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46669,12 +47568,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46803,15 +47702,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48070,14 +48960,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49122,7 +50004,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49305,7 +50187,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49412,7 +50294,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51458,7 +52340,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51482,19 +52364,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53192,7 +54093,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53874,6 +54775,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57080,7 +57991,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57102,9 +58013,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58206,17 +59119,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58236,10 +59149,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58363,25 +59276,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60530,9 +61424,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60587,9 +61481,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60630,10 +61524,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60654,12 +61548,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60668,17 +61564,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60778,21 +61674,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60816,12 +61706,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60848,20 +61732,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60873,19 +61747,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61575,10 +62436,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61694,6 +62557,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62211,7 +63086,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67177,6 +68052,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68005,6 +68896,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 971c032759..ac77c85061 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -68,6 +68,71 @@ msgstr "Popisy vlastnosti" msgid "Method Descriptions" msgstr "Popisy metod" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Popisy vlastnosti" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Vestavěné funkce GDScriptu." @@ -715,27 +780,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Vrátí normalizovanou hodnotu, s tím, že bere v potaz daný rozsah. Jedná se " -"opak [method lerp].\n" -"[codeblock]\n" -"var stred = lerp(20, 30, 0.75)\n" -"# `stred` teď je 27.5.\n" -"# Nyní budeme předstírat, že jsme předchozí poměr zapomněli a chceme ho " -"zpět\n" -"var pomer = inverse_lerp(20, 30, 27.5)\n" -"# `pomer` teď je 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -805,8 +868,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -815,7 +881,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Lineární interpolace mezi dvěma hodnotami normalizovanou hodnout. Toto je " "opak [method inverse_lerp].\n" @@ -830,11 +899,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1881,7 +1952,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3391,31 +3470,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7476,7 +7632,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12377,7 +12536,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12445,11 +12604,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12457,23 +12618,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12481,7 +12646,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12569,8 +12734,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12580,17 +12746,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12601,16 +12773,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12622,27 +12800,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12762,7 +12952,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12821,7 +13013,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13177,8 +13370,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13227,6 +13420,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13727,6 +13926,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14153,9 +14353,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14395,7 +14595,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15063,8 +15265,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." #: doc/classes/ColorPicker.xml msgid "" @@ -17105,7 +17308,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18422,7 +18627,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -19946,6 +20151,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19963,11 +20175,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20047,8 +20261,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20491,10 +20716,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20543,7 +20767,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20713,8 +20939,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20723,7 +20949,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21799,6 +22027,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22280,10 +22516,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22763,7 +23001,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24333,14 +24571,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24416,7 +24654,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26537,6 +26775,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26765,7 +27009,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26788,7 +27032,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29077,7 +29321,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29098,7 +29346,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29117,8 +29369,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29131,7 +29392,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29449,7 +29719,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29477,7 +29751,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29672,6 +29950,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29688,15 +30063,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30301,9 +30678,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31234,6 +31611,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34460,16 +34860,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -34489,10 +34886,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34508,25 +34902,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34543,14 +34928,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -34558,35 +34940,405 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Vrátí tangens parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Vrátí sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Vrátí sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Vrátí sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34686,10 +35438,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34849,22 +35597,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34963,6 +35801,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Vrátí inverzní odmocninu z parametru." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Vrátí sinus parametru." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38299,7 +39206,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42919,16 +43828,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42990,12 +43899,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43076,10 +43979,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46529,7 +47428,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46572,8 +47471,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46585,6 +47485,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47446,12 +48359,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47580,15 +48493,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48852,14 +49756,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49904,7 +50800,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50087,7 +50983,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50194,7 +51090,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52261,7 +53157,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52285,19 +53181,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53999,7 +54914,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54687,6 +55602,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57931,7 +58856,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57953,9 +58878,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59060,17 +59987,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59090,10 +60017,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59217,25 +60144,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61388,9 +62296,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61445,9 +62353,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61490,10 +62398,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61514,12 +62422,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61528,17 +62439,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61640,21 +62551,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Vrátí tangens parametru." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61678,12 +62583,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61710,20 +62609,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61735,19 +62624,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62443,10 +63319,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62562,6 +63440,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63080,7 +63970,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -68074,6 +68964,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68908,6 +69814,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Vrátí sinus parametru." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/de.po b/doc/translations/de.po index 6b6f300924..8b52b03270 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -95,6 +95,71 @@ msgstr "Eigenschaften-Beschreibung" msgid "Method Descriptions" msgstr "Methoden-Beschreibung" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Eigenschaften-Beschreibung" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Native GDScript-Funktionen." @@ -780,27 +845,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Gibt den normalisierten Wert innerhalb eines Zahlenraums zurück. Das " -"Gegenteil von [method lerp]\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` ist jetzt 27.5.\n" -"# Nun tun wir so, als hätten wir das Original vergessen und wollten es " -"zurückbekommen.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` ist jetzt 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -874,8 +937,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -884,7 +950,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpoliert einen normalisierten Wert linear zwischen zwei Grenzwerten. " "Dies entspricht der Umkehrfunktion von [method inverse_lerp].\n" @@ -899,11 +968,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2225,10 +2296,21 @@ msgid "The [Marshalls] singleton." msgstr "Das [Marshalls] Singleton." #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "Das [TranslationServer] Singleton." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Das [EditorNavigationMeshGenerator] Singleton." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Das [TranslationServer] Singleton." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Das [OS] Singleton." @@ -3795,32 +3877,109 @@ msgstr "" "Controllern)." #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "MIDI-Note-OFF-Meldung." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "MIDI-Note-ON-Meldung." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "MIDI Aftertouch-Nachricht." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "MIDI-Steuerelement-Änderungsmeldung." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "MIDI-Programmwechselmeldung." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "MIDI-Kanal Druckmeldung." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "MIDI Pitch Bend Nachricht." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -8926,7 +9085,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." @@ -13861,7 +14023,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -13931,11 +14093,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -13944,23 +14108,26 @@ msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "Gibt die Uhrzeit zurück, zu der sich der Schlüssel befindet." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Entfernt die Animation mit dem key [code]name[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -13968,7 +14135,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -14056,8 +14223,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14067,17 +14235,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14088,16 +14262,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -14109,27 +14289,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14249,7 +14441,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14308,7 +14502,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -14678,8 +14873,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -14728,6 +14923,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -15251,6 +15452,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -15704,9 +15906,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -15949,10 +16151,10 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" -"Die Alpha-Komponente (Transparenz) der Farbe, normalerweise im Bereich von 0 " -"bis 1." #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." @@ -16642,7 +16844,8 @@ msgstr "" "angewendet (was zu Leistungsproblemen führen kann)." #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Wenn [code]true[/code], wird ein Alphakanal-Schieberegler (Transparenz) " "angezeigt." @@ -18734,7 +18937,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -20059,7 +20264,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -21586,6 +21791,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -21603,11 +21815,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -21686,13 +21900,21 @@ msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" #: doc/classes/EditorExportPlugin.xml -#, fuzzy msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" -"Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" -"code]." #: doc/classes/EditorExportPlugin.xml msgid "" @@ -22134,10 +22356,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -22186,7 +22407,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -22356,8 +22579,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -22366,7 +22589,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -23448,6 +23673,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -23929,10 +24162,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -24416,7 +24651,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -25994,14 +26229,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -26077,7 +26312,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/gdscript/" "index.html" @@ -28226,6 +28461,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -28454,7 +28695,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -28477,7 +28718,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -30778,7 +31019,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30799,7 +31044,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30820,11 +31069,19 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." -msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -30833,12 +31090,20 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." -msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -31155,7 +31420,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -31183,7 +31452,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -31378,6 +31651,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -31394,15 +31764,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -32011,9 +32383,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -32947,6 +33319,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -36178,16 +36573,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" @@ -36208,10 +36600,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -36227,30 +36616,17 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." - -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" -"Gibt den Vektor, eingerastet auf das Gitter entstehend aus der übergebenen " -"Größe, zurück." #: doc/classes/Navigation.xml msgid "" @@ -36266,14 +36642,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" @@ -36282,40 +36655,424 @@ msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +#, fuzzy +msgid "The XY plane cell size to use for fields." +msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "Schnittstelle zu AES-Verschlüsselungsfunktionen auf niedriger Ebene." + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "Benennt das übergebene Node um." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" +"Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Gibt den Tangens des Parameters zurück." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Ruft den Namen eines Eingangs nach Index ab." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Liefert die Position der 8 Endpunkte des [AABB] im Raum." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Gibt den inversen Wert des Parameters zurück." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Der Zeichen-Offset der Textur." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Legt den aktuell sichtbaren Rahmen der Textur fest." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "Gibt den gegebenen Übergang zurück." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Gibt das letzte Node des Graphen zurück." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" +"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " +"Index [code]Dreieck[/code]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Die letzte Aktion wiederholen." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Gibt die Größe des Arrays zurück." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy -msgid "Removes the [NavigationPolygon] with the given ID." +msgid "Sets the navigation mesh for the region." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "" +"Gibt zurück, ob die Knochenauflage für den Bone an [code]bone_idx[/code] " +"deaktiviert ist." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "Gibt die Rotation in Radians zurück." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Liefert die Fläche des [Rect2i]." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Gibt [code]true[/code] zurück, ob ein gegebener Pfad gefiltert ist." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn die spezifizerte Flagge aktiviert ist. " +"Siehe die [enum Flags] Aufzählung für Optionen." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "Benachrichtigt, wenn die Wiedergabe einer Animation beendet ist." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Liefert die Fläche des [Rect2i]." + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" -"Gibt den Vektor, eingerastet auf das Gitter entstehend aus der übergebenen " -"Größe, zurück." #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." @@ -36415,10 +37172,6 @@ msgid "The Y axis cell size to use for fields." msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -36581,26 +37334,119 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Steht für die Größe von [enum TextureRepeat] enum." +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "Enthält die Audio Daten in Bytes." + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "Das [NavigationMeshGenerator] Singleton." +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "Benachrichtigt, wenn eine Animation abgespielt wird." + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "Benachrichtigt, wenn eine Animation abgespielt wird." + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -36697,6 +37543,77 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "Schnittstelle zu AES-Verschlüsselungsfunktionen auf niedriger Ebene." + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Gibt die inverse Quadratwurzel des Parameters zurück." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "Gibt den Namen der nächsten Animation in der Warteschlange zurück." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Gibt das letzte Node des Graphen zurück." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Beendet die Tonausgabe." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -40040,7 +40957,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -44697,16 +45616,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -44774,12 +45693,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "Gibt die Größe des Arrays zurück." - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -44882,10 +45795,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "Ändert den [Vector2] am übergeben Index." -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml #, fuzzy msgid "A pooled [Array] of reals ([float])." @@ -48389,7 +49298,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48432,8 +49341,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -48445,6 +49355,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -49325,12 +50248,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -49469,15 +50392,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -50753,14 +51667,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -51810,7 +52716,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -51993,7 +52899,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -52100,7 +53006,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -54185,7 +55091,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -54209,19 +55115,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55944,7 +56869,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -56650,6 +57575,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -59936,7 +60871,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -59958,9 +60893,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -61065,17 +62002,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -61095,10 +62032,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -61222,25 +62159,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -63461,13 +64379,13 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "Gibt den Vektor reflektiert an der Ebene des Normalenvektors zurück." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" -"Liefert den Vektor mit allen Komponenten aufgerundet (gegen positive " -"Unendlichkeit)." +"Gibt einen neuen Vektor zurück, bei dem alle Komponenten aufgerundet sind " +"(gegen positive Unendlichkeit)." #: doc/classes/Vector2.xml #, fuzzy @@ -63534,13 +64452,13 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" -"Liefert den Vektor mit allen Komponenten abgerundet (gegen negative " -"Unendlichkeit)." +"Gibt einen neuen Vektor zurück, bei dem alle Komponenten abgerundet sind " +"(gegen negativ unendlich)." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -63594,10 +64512,11 @@ msgstr "" "[code]b[/code] um den Wert [code]t[/code] zurück. [code]t[/code] liegt " "zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." @@ -63627,12 +64546,16 @@ msgstr "" "Gibt den Vektor zurück der entsteht, wenn [method @GDScript.fposmod] auf die " "Komponenten dieses Vektors und [code]modv[/code] ausgeführt wird." -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Gibt die Projektion dieses Vektors auf [code]b[/code] zurück." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +#, fuzzy +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" "Gibt die Reflexion dieses Vektors auf die Ebene des übergebenen " "Normalenvektors zurück." @@ -63645,20 +64568,21 @@ msgstr "" "Gibt den Vektor rotiert um [code]phi[/code] rad zurück. Siehe auch [method " "@GDScript.deg2rad]." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" "Gibt den Vektor zurück der entsteht wenn alle Komponenten zur nächsten " "Ganzzahl gerundet werden, wobei 0,5 immer weg von der Null gerundet wird." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" "Gibt den Vektor zurück, bei dem jede Komponente auf eins oder negativ " "gesetzt ist, je nach Vorzeichen der Komponenten, oder null, wenn die " @@ -63782,29 +64706,21 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Gibt den minimalen Winkel zum angegebenen Vektor in Bogenmaß zurück." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" -"Gibt einen neuen Vektor zurück, bei dem alle Komponenten aufgerundet sind " -"(gegen positive Unendlichkeit)." - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Gibt das Kreuzprodukt aus diesem Vektor und [code]b[/code] zurück." #: doc/classes/Vector3.xml #, fuzzy msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"Führt eine kubische Interpolation zwischen den Vektoren [code]pre_a[/code], " -"[code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] ist " -"aktuell), um den angegebenen Betrag [code]t[/code] durch. [code]t[/code] " -"liegt im Bereich von 0,0 bis 1,0 und stellt den Betrag der Interpolation dar." +"Interpoliert kubisch zwischen diesem Vektor und [code]b[/code], wobei " +"[code]pre_a[/code] und [code]post_b[/code] als Griffe benutzt werden, und " +"gibt das Ergebnis an der Stelle [code]t[/code] zurück. [code]t[/code] liegt " +"zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." @@ -63827,14 +64743,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" -"Gibt einen neuen Vektor zurück, bei dem alle Komponenten abgerundet sind " -"(gegen negativ unendlich)." - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -63865,23 +64773,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" -"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " -"[code]delta[/code]." - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" -"Gibt diesen Vektor projiziert auf einen anderen Vektor [code]b[/code] zurück." - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" "Gibt die Reflexion dieses Vektors auf die Ebene des übergebenen " @@ -63897,26 +64792,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" -"Gibt diesen Vektor mit allen Komponenten auf die nächste Ganzzahl gerundet " -"zurück, wobei die Hälfte der Fälle von Null abgerundet wird." - -#: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" -"Gibt einen Vektor zurück, bei dem jede Komponente auf eins oder negativ " -"gesetzt ist, je nach Vorzeichen der Komponenten dieses Vektors, oder null, " -"wenn die Komponente null ist, indem die [method@GDScript.sign] für jede " -"Komponente aufgerufen wird." - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -64619,10 +65494,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -64744,6 +65621,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -65270,7 +66159,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/" "visual_script/index.html" @@ -70322,6 +71211,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -71160,6 +72065,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/el.po b/doc/translations/el.po index 198b209c62..f983a43b79 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -63,6 +63,71 @@ msgstr "Περιγραφές ιδιοτήτων" msgid "Method Descriptions" msgstr "Περιγραφές μεθόδων" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Περιγραφές ιδιοτήτων" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Ενσωματωμένες συναρτήσεις GDScript." @@ -475,16 +540,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -534,8 +607,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -544,7 +620,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -552,7 +631,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1384,7 +1464,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2894,31 +2982,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6983,7 +7148,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11890,7 +12058,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11958,11 +12126,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11970,23 +12140,26 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11994,7 +12167,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12082,8 +12255,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12093,17 +12267,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12114,16 +12294,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12135,27 +12321,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12275,7 +12473,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12334,7 +12534,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12692,8 +12893,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12742,6 +12943,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13241,6 +13448,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13667,9 +13875,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13912,7 +14120,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14580,7 +14790,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16598,7 +16808,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17915,7 +18127,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19438,6 +19650,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19455,11 +19674,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19539,8 +19760,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19983,10 +20215,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20035,7 +20266,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20205,8 +20438,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20215,7 +20448,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21290,6 +21525,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21766,10 +22009,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22249,7 +22494,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23820,14 +24065,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23903,7 +24148,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26020,6 +26265,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26248,7 +26499,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26271,7 +26522,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28559,7 +28810,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28580,7 +28835,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28599,8 +28858,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28613,7 +28881,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28931,7 +29208,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28959,7 +29240,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29154,6 +29439,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29170,15 +29552,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29783,9 +30167,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30716,6 +31100,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33934,16 +34341,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33964,10 +34368,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33983,25 +34384,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34018,14 +34410,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34034,35 +34423,402 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34162,10 +34918,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34325,22 +35077,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34439,6 +35281,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Επιστρέφει το αντίστροφο της τετραγωνικής ρίζας της παραμέτρου." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37773,7 +38684,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42375,16 +43288,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42446,12 +43359,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42532,10 +43439,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45984,7 +46887,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46027,8 +46930,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46040,6 +46944,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46899,12 +47816,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47033,15 +47950,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48304,14 +49212,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49358,7 +50258,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49541,7 +50441,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49648,7 +50548,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51714,7 +52614,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51738,19 +52638,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53448,7 +54367,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54133,6 +55052,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57351,7 +58280,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57373,9 +58302,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58477,17 +59408,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58507,10 +59438,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58634,25 +59565,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60808,9 +61720,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60865,9 +61777,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60908,10 +61820,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60932,12 +61844,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60946,17 +61861,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61057,21 +61972,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61095,12 +62004,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61127,20 +62030,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61152,19 +62045,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61861,10 +62741,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61980,6 +62862,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62498,7 +63392,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67488,6 +68382,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68324,6 +69234,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/es.po b/doc/translations/es.po index 847384d50b..59ace9c817 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -83,6 +83,71 @@ msgstr "Descripciones de Propiedades" msgid "Method Descriptions" msgstr "Descripciones de Métodos" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descripciones de Propiedades" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funciones GDScript Incorporadas." @@ -752,27 +817,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Devuelve un valor normalizado considerando el rango dado. Esto es lo " -"contrario a [method lerp].\n" -"[codeblock]\n" -"var mitad = lerp(20, 30, 0.75)\n" -"# `mitad` es ahora 27.5.\n" -"# Ahora, vamos a suponer que hemos olvidado el ratio original y queremos " -"volver a atras.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` es ahora 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -842,9 +905,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -853,7 +920,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpola linealmente entre dos valores por un valor normalizado. Esto es la " "función inversa de [method inverse_lerp].\n" @@ -868,11 +938,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2238,10 +2310,20 @@ msgstr "El singleton [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "El singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "El singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "El singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "El singleton [OS]." @@ -3819,32 +3901,109 @@ msgstr "" "Touch y Windows MR)." #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "Nota Midi Mensaje OFF." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "Nota MIDI Mensaje ON." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "Nota MIDI Mensaje Despues de tocar." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "Nota MIDI Control cambiar mensaje." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "Nota MIDI Mensaje cambiar programa." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "Nota MIDI Mensaje presion de canal." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "Nota MIDI Cambio de Tono." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -9042,7 +9201,10 @@ msgstr "" "que una nueva semilla sea utilizada cada vez si tu no quieres reproducir el " "orden de los items." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "Devuelve el numer de elementos en el array." @@ -15526,7 +15688,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -15609,7 +15771,9 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" "El [CameraServer] lleva un registro de las diferentes cámaras accesibles en " "Godot. Estas son cámaras externas como las webcams o las cámaras de su " @@ -15621,7 +15785,7 @@ msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "Añade la cámara [code]feed[/code] al servidor de la cámara." #: doc/classes/CameraServer.xml @@ -15630,8 +15794,10 @@ msgstr "Devuelve una array de [CameraFeed]s." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "Devuelve el nombre de esta señal." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." @@ -15639,19 +15805,19 @@ msgstr "Devuelve el número de [CameraFeed]s registrados." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Removes a [CameraFeed]." -msgstr "Textura proporcionada por un [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Elimina el elemento en el índice [code]idx[/code]." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" "Se emite cuando se agrega una [CameraFeed] (por ejemplo, se conecta una " "cámara web)." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Se emite cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una " "cámara web)." @@ -15662,8 +15828,10 @@ msgstr "La imagen de la cámara RGBA." #: doc/classes/CameraServer.xml #, fuzzy -msgid "The YCbCr camera image." -msgstr "La imagen de la cámara del componente CbCr." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." +msgstr "" +"Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/" +"DEFLATE]DEFLATE[/url]." #: doc/classes/CameraServer.xml msgid "The Y component camera image." @@ -15786,9 +15954,11 @@ msgstr "" "el objeto canvas." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" "Dibuja un arco entre los ángulos dados. Cuanto mayor sea el valor de " "[code]point_count[/code], más suave será la curva." @@ -15803,11 +15973,17 @@ msgstr "" "siguiente carácter." #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "Dibuja un círculo de color." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +#, fuzzy +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" "Dibuja un polígono coloreado de cualquier cantidad de puntos, convexo o " "cóncavo." @@ -15816,7 +15992,8 @@ msgstr "" #, fuzzy msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" "Dibuja una línea desde un punto 2D a otro, con un color y un ancho " "determinados." @@ -15830,18 +16007,28 @@ msgstr "" "[MeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" +"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " +"coloración segmento por segmento. Los colores asignados a los segmentos de " +"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -15858,25 +16045,31 @@ msgstr "" "[MultiMeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." -msgstr "Dibuja un polígono de cualquier cantidad de puntos, convexo o cóncavo." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." +msgstr "" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" -"Dibuja segmentos de línea interconectados con un [code]color[/code] y un " -"[code]width[/code] uniformes." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " @@ -15884,13 +16077,13 @@ msgstr "" "[code]colors[/code]." #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" -"Dibuja un primitiva personalizada. 1 punto por un punto, 2 puntos por una " -"línea, 3 puntos por un triángulo y 4 puntos para un cuadrilátero." #: doc/classes/CanvasItem.xml #, fuzzy @@ -16053,8 +16246,13 @@ msgid "Returns the [World2D] where this item is in." msgstr "Devuelve el [World2D] donde está este objeto." #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." -msgstr "Ocultar el [CanvasItem] si es visible actualmente." +#, fuzzy +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." +msgstr "" +"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " +"[code]0[/code]." #: doc/classes/CanvasItem.xml msgid "" @@ -16131,8 +16329,10 @@ msgstr "" "con los datos de transformación global." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -16569,9 +16769,10 @@ msgstr "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" #: doc/classes/CharFXTransform.xml +#, fuzzy msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" "El índice del carácter actual (a partir de 0). Establecer esta propiedad no " "afectará al dibujo." @@ -16651,6 +16852,15 @@ msgstr "" "píxeles)." #: doc/classes/CharFXTransform.xml +#, fuzzy +msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" +"El índice del carácter actual (a partir de 0). Establecer esta propiedad no " +"afectará al dibujo." + +#: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " @@ -17318,6 +17528,7 @@ msgstr "" "configurado." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Devuelve el [RID] del objeto." @@ -17886,9 +18097,9 @@ msgstr "Color en formato RGBA usando reales en el rango de 0 a 1." #, fuzzy msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -18284,10 +18495,10 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" -"El componente alfa (transparencia) del color, típicamente en el rango de 0 a " -"1." #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." @@ -18970,7 +19181,8 @@ msgstr "" "de rendimiento)." #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Si [code]true[/code], muestra un deslizador de canal alfa (transparencia)." @@ -21822,10 +22034,10 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" -"La lista de vértices del polígono. Puede ser en el sentido de las agujas del " -"reloj o en el sentido contrario." #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." @@ -23507,7 +23719,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/es/latest/getting_started/step_by_step/" "animations.html" @@ -25664,6 +25876,13 @@ msgstr "" "las opciones." #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "Desactiva la indicación de la fuente (más suave pero menos nítida)." @@ -25684,11 +25903,13 @@ msgstr "Un script que se ejecuta al exportar proyectos." #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -25776,13 +25997,21 @@ msgstr "" "crt\")." #: doc/classes/EditorExportPlugin.xml -#, fuzzy msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" -"Añade un hueso con el [code]path[/code] y el [code]weights[/code] " -"especificados." #: doc/classes/EditorExportPlugin.xml msgid "" @@ -26353,11 +26582,11 @@ msgstr "" "para analizar cualquier archivo e importarlo como un nuevo tipo de recurso." #: doc/classes/EditorImportPlugin.xml +#, fuzzy msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -26406,7 +26635,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" "EditorImportPlugins proporcionan una forma de ampliar la funcionalidad de " "importación de recursos del editor. Utilícelos para importar recursos de " @@ -26708,8 +26939,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml #, fuzzy msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -26718,7 +26949,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" "Este plugin permite añadir editores de propiedades personalizados a " "[EditorInspector].\n" @@ -28121,6 +28354,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "Importa escenas de archivos 3D de terceros." +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -28838,10 +29079,12 @@ msgstr "Usado por el editor para definir los tipos de gizmo de Spatial." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" "EditorSpatialGizmoPlugin te permite definir un nuevo tipo de Gizmo. Hay dos " "formas principales de hacerlo: extendiendo [EditorSpatialGizmoPlugin] para " @@ -29545,7 +29788,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -31611,14 +31854,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -31731,7 +31974,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/es/latest/getting_started/scripting/gdscript/" "index.html" @@ -34554,6 +34797,12 @@ msgstr "La [MeshLibrary] asignada." #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -34847,7 +35096,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -34870,7 +35119,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -38011,7 +38260,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " "acción, lo que significa que es [code]true[/code] sólo en el marco en el que " @@ -38044,7 +38297,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] si está pulsando el evento de acción. Ten en " "cuenta que si una acción tiene varios botones asignados y se pulsa más de " @@ -38074,13 +38331,19 @@ msgstr "" "así se pueden recuperar eventos de ellos." #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"Devuelve [code]true[/code] si está pulsando la tecla en la disposición " -"actual del teclado. Puedes pasar una constante [enum KeyList]." #: doc/classes/Input.xml msgid "" @@ -38091,14 +38354,20 @@ msgstr "" "[enum ButtonList]." #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"Devuelve [code]true[/code] si está pulsando la tecla en la disposición " -"actual del teclado. Puedes pasar una constante [enum KeyList]." #: doc/classes/Input.xml msgid "" @@ -38524,7 +38793,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " @@ -38563,13 +38836,19 @@ msgstr "" "(sólo para eventos del tipo [InputEventKey])." #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"Devuelve [code]true[/code] si se pulsa este evento de entrada. No es " -"relevante para eventos del tipo [InputEventMouseMotion] o " -"[InputEventScreenDrag]." +"Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " +"evento de eco para los eventos [InputEventKey], a menos que " +"[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " +"eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml msgid "" @@ -38843,6 +39122,104 @@ msgstr "" "complejas no estén disponibles a menos que el modo de entrada IME esté " "activo. Consulte [method Window.set_ime_active] para obtener más información." +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "Input event for MIDI inputs." +msgstr "Tipo de evento de entrada para las acciones." + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "Tipo de evento de entrada base para eventos de ratón." @@ -38860,18 +39237,23 @@ msgstr "" "botón [enum ButtonList] o una combinación de ellas." #: doc/classes/InputEventMouse.xml +#, fuzzy msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" -"La posición global del ratón en relación con el [Viewport] actual cuando se " -"utiliza en el [method Control._gui_input], de lo contrario está a 0,0." +"La posición local del ratón relativa al [Viewport]. Si se utiliza en [method " +"Control._gui_input], la posición es relativa al [Control] actual que está " +"bajo el ratón." #: doc/classes/InputEventMouse.xml +#, fuzzy msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" "La posición local del ratón relativa al [Viewport]. Si se utiliza en [method " "Control._gui_input], la posición es relativa al [Control] actual que está " @@ -39691,9 +40073,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "Devuelve un array con los índices de los elementos seleccionados." -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -40907,6 +41289,30 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +#, fuzzy +msgid "Do nothing when leaving a platform." +msgstr "Utiliza esto cuando uses las transformadas 2D." + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Nodo 2D del cuerpo cinético." @@ -45162,13 +45568,9 @@ msgstr "Nodo de navegación y busqueda de caminos basado en una malla." msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" "Proporciona navegación y búsqueda de caminos dentro de una colección de " "[NavigationMesh]es. Estos serán recogidos automáticamente de los nodos hijos " @@ -45177,6 +45579,7 @@ msgstr "" "navegando." #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -45198,13 +45601,13 @@ msgid "" msgstr "" #: doc/classes/Navigation.xml +#, fuzzy msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" +"Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas " +"sus coordenadas." #: doc/classes/Navigation.xml msgid "" @@ -45220,9 +45623,7 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de " "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor " @@ -45230,23 +45631,14 @@ msgstr "" "(radio, altura, etc.) se consideran en el cálculo del camino, de lo " "contrario se ignoran." -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "Devuelve el nodo animacion con el nombre dado." - -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." -msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." +msgstr "" #: doc/classes/Navigation.xml msgid "" @@ -45265,17 +45657,14 @@ msgstr "Navegación 2D y nodo de búsqueda de caminos." msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" "Navigation2D proporciona navegación y busqueda de caminos dentro de un área " "2D, especificada como una colección de recursos de [NavigationPolygon]. " "Estos se recogen automáticamente de los nodos hijos de [NavigationRegion2D]." -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -45284,9 +45673,7 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml @@ -45294,9 +45681,7 @@ msgstr "" msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de " "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor " @@ -45304,24 +45689,423 @@ msgstr "" "es posible." #: doc/classes/Navigation2D.xml +#, fuzzy +msgid "The XY plane cell size to use for fields." +msgstr "El modo de llamada a utilizar para las Call Method Tracks." + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "Interfaz de servidor para acceso de audio de bajo nivel." + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "Crea un [HingeJoint]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Devuelve [code]true[/code] si el script puede ser instanciado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Devuelve la tangente de la entrada." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy -msgid "Removes the [NavigationPolygon] with the given ID." -msgstr "Devuelve el polígono de navegación del tile." +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Establece el [enum BitmaskMode] del autotile." -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Establece la posición del vértice dado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Establece la normal del vértice dado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Establece los huesos del vértice dado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Devuelve la tiempo actual del tween." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "Quita la identificación del tile dado." + +#: 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 +#, fuzzy +msgid "Returns the map cell size." +msgstr "Devuelve el tamaño del array." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" +"Devuelve la posición del punto en el índice [code]point[/code] en el " +"triángulo del índice [code]triangle[/code]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" +"Devuelve el número de puertos de entrada en uso. Alternativa para [method " +"get_free_input_port_id]." + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "Devuelve el polígono de navegación del tile." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Devuelve [code]true[/code] si la selección está activa." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Detiene el temporizador." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates a new region." +msgstr "Crea un [Area2D]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Establece los metadatos del borde dado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Establece la malla de navegación del objeto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Establece la matriz de transformación global del Viewport." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "Devuelve el RID del viewport del [VisualServer]." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Devuelve el caché de puntos como un [PackedVector3Array]." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "Devuelve el nodo animacion con el nombre dado." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "Devuelve el texto de error si el [method parse] ha fallado." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Devuelve [code]true[/code] si un camino dado es filtrado." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"Devuelve [code]true[/code] si el nodo está configurado como de nivel " +"superior. Ver [method set_as_toplevel]." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "The agent height offset to match the navigation mesh height." +msgstr "Devuelve el desplazamiento del polígono de navegación del tile." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum number of neighbors for the agent to consider." +msgstr "El valor máximo de luminosidad para la exposición automática." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum speed that an agent can move." +msgstr "El valor máximo que puede alcanzar la curva." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The distance to search for other agents." +msgstr "La instancia no tiene un tipo." + +#: 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." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "Notifica cuando una animación ha terminado de reproducirse." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Devuelve el caché de puntos como un [PackedVector2Array]." + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "Devuelve el nodo animacion con el nombre dado." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -45437,10 +46221,6 @@ msgid "The Y axis cell size to use for fields." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -45610,27 +46390,123 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "Establece la malla de navegación del objeto." + #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "Node that instances navigation meshes into a scenario." -msgstr "Nodo que instancia mallas en un escenario." +msgid "An instance of a [NavigationMesh]." +msgstr "Nodo que instancia un [MultiMesh]." #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "Si [code]true[/code], el [AnimationTree] se procesará." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "El recurso [Mesh] para la instancia." +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "Notifica cuando una animación comienza a reproducirse." + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "Notifica cuando una animación comienza a reproducirse." + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "Devuelve el nodo animacion con el nombre dado." + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" +"Fondo utilizado cuando [LineEdit] está en modo de sólo lectura ([member " +"editable] está configurado como [code]false[/code])." + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -45779,6 +46655,81 @@ msgstr "" "Cambia un contorno creado en el editor o por el script. Tienes que llamar a " "[method make_polygons_from_outlines] para que los polígonos se actualicen." +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "Interfaz de servidor para acceso de audio de bajo nivel." + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" +"Devuelve la normalidad de la forma del objeto que se intersecta en el punto " +"de colisión." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "El estilo de los puntos entre el comienzo y el final." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Devuelve las dimensiones del mapa de bits." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Detiene el audio." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Bakes the navigation mesh." +msgstr "Establece la malla de navegación del objeto." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Control activation of this server." +msgstr "Traducción local de este nodo." + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -50546,7 +51497,10 @@ msgstr "" "la depuración)." #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +#, fuzzy +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" "Devuelve la cantidad de memoria estática que está siendo utilizada por el " "programa en bytes." @@ -56695,16 +57649,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -56786,12 +57740,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "Cambia el byte en el índice dado." -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "Devuelve el tamaño del array." - #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" @@ -56910,10 +57858,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "Cambia el entero en el índice dado." -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "Devuelve el tamaño del array." - #: doc/classes/PoolRealArray.xml #, fuzzy msgid "A pooled [Array] of reals ([float])." @@ -61311,7 +62255,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -61358,8 +62302,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -61374,6 +62319,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -62492,20 +63450,19 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "Elimina todas las excepciones de colisión para este rayo." -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml #, fuzzy msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" -"Actualiza la información de la colisión para el rayo.\n" -"Utiliza este método para actualizar la información de la colisión " -"inmediatamente en lugar de esperar a la siguiente llamada a " -"[code]_physics_process[/code], por ejemplo si el rayo o su padre ha cambiado " -"de estado.\n" +"Actualiza la información de la colisión para el rayo. Utiliza este método " +"para actualizar la información de la colisión inmediatamente en lugar de " +"esperar a la siguiente llamada a [code]_physics_process[/code], por ejemplo " +"si el rayo o su padre ha cambiado de estado.\n" "[b]Nota: [/b] [member enabled] no necesita ser [code]true[/code] para que " "esto funcione." @@ -62685,22 +63642,6 @@ msgstr "" "después de ajustar el raycast." #: doc/classes/RayCast2D.xml -#, fuzzy -msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" -"Actualiza la información de la colisión para el rayo. Utiliza este método " -"para actualizar la información de la colisión inmediatamente en lugar de " -"esperar a la siguiente llamada a [code]_physics_process[/code], por ejemplo " -"si el rayo o su padre ha cambiado de estado.\n" -"[b]Nota: [/b] [member enabled] no necesita ser [code]true[/code] para que " -"esto funcione." - -#: doc/classes/RayCast2D.xml msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." @@ -64443,14 +65384,6 @@ msgstr "" "los BBCodes." #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "Devuelve el número de líneas visibles." @@ -65864,7 +66797,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -66047,7 +66980,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -66154,7 +67087,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -68833,7 +69766,7 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -68865,25 +69798,39 @@ msgstr "" "textura básica de los objetos." #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." -msgstr "La fuerza del efecto de anisotropía." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." +msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" -"Si [code]true[/code], la anisotropía está activada. Cambia la forma de la " -"mancha especular y la alinea con el espacio tangente. Las tangentes de malla " -"son necesarias para que esto funcione. Si la malla no contiene tangentes el " -"efecto de anisotropía aparecerá roto." #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" -"Textura que desplaza el mapa de la tangente para los cálculos de anisotropía." #: doc/classes/SpatialMaterial.xml msgid "" @@ -71056,8 +72003,9 @@ msgstr "" "Error], y una array de datos." #: doc/classes/StreamPeer.xml +#, fuzzy msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -71934,6 +72882,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -76104,7 +77062,7 @@ msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -76142,10 +77100,13 @@ msgstr "" "[/codeblock]" #: doc/classes/TileMap.xml +#, fuzzy msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -77491,23 +78452,24 @@ msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " "transformación se compone de rotación, escalado y traslación." -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml +#, fuzzy msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -"Interpola la transformada a otra Transformación por cantidad de pesos (en el " -"rango de 0.0 a 1.0)." +"Devuelve una transformación interpolada entre esta transformada y otra por " +"un peso determinado (en el rango de 0.0 a 1.0)." -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " -"transformación se compone de rotación y traslación (sin escalamiento, use " -"affine_inverse para las transformadas con escalamiento)." +"transformación se compone de rotación y traslación (sin escalamiento, " +"utilice [method affine_inverse] para las transformadas con escalamiento)." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -77536,13 +78498,13 @@ msgstr "" "code] como al [code]up[/code].\n" "Las operaciones tienen lugar en el espacio global." -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" "Devuelve la transformada con la base ortogonal (90 grados), y los vectores " -"del eje normalizado." +"del eje normalizado (escala de 1 o -1)." #: doc/classes/Transform.xml msgid "" @@ -77705,33 +78667,6 @@ msgid "Returns the scale." msgstr "Devuelve la escala." #: doc/classes/Transform2D.xml -#, fuzzy -msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" -"Devuelve una transformación interpolada entre esta transformada y otra por " -"un peso determinado (en el rango de 0.0 a 1.0)." - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" -"Devuelve el inverso de la transformada, bajo el supuesto de que la " -"transformación se compone de rotación y traslación (sin escalamiento, " -"utilice [method affine_inverse] para las transformadas con escalamiento)." - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" -"Devuelve la transformada con la base ortogonal (90 grados), y los vectores " -"del eje normalizado (escala de 1 o -1)." - -#: doc/classes/Transform2D.xml msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." @@ -80648,13 +81583,13 @@ msgid "" msgstr "" "Devuelve el vector \"rebotado\" de un plano definido por la normalidad dada." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" -"Devuelve el vector con todos los componentes redondeados hacia arriba (hacia " -"el infinito positivo)." +"Devuelve un nuevo vector con todos los componentes redondeados hacia arriba " +"(hacia el infinito positivo)." #: doc/classes/Vector2.xml #, fuzzy @@ -80732,13 +81667,13 @@ msgstr "" "grados) cuando los vectores estén alineados.\n" "[b]Nota: [/b] [code]a.dot(b)[/code] es equivalente a [code]b.dot(a)[/code]." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" -"Devuelve el vector con todos los componentes redondeados hacia abajo (hacia " -"el infinito negativo)." +"Devuelve un nuevo vector con todos los componentes redondeados hacia abajo " +"(hacia el infinito negativo)." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -80793,10 +81728,11 @@ msgstr "" "[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra " "en el rango de 0.0 a 1.0, representando la cantidad de la interpolación." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" "Mueve el vector hacia [code]a[/code] por la cantidad fija de [code]delta[/" "code]." @@ -80825,12 +81761,16 @@ msgstr "" "Devuelve un vector compuesto por el [method @GDScript.fposmod] de los " "componentes de este vector y los componentes del [code]modv[/code]." -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Devuelve el vector proyectado sobre el vector [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +#, fuzzy +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" "Devuelve el vector reflejado desde un plano definido por la normal dada." @@ -80842,20 +81782,21 @@ msgstr "" "Devuelve el vector rotado por [code]phi[/code] radianes. Ver también [method " "@GDScript.deg2rad]." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" "Devuelve el vector con todos los componentes redondeados al entero más " "cercano, con los casos intermedios redondeados desde cero." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" "Devuelve el vector con cada componente puesto a uno o negativo, dependiendo " "de los signos de los componentes, o cero si el componente es cero, llamando " @@ -80994,29 +81935,21 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Devuelve el ángulo mínimo del vector dado, en radianes." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" -"Devuelve un nuevo vector con todos los componentes redondeados hacia arriba " -"(hacia el infinito positivo)." - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Devuelve el producto vectorial de este vector y [code]b[/code]." #: doc/classes/Vector3.xml #, fuzzy msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"Realiza una interpolación cúbica entre los vectores [code]pre_a[/code], " -"[code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] es " -"actual), por la cantidad dada [code]t[/code]. [code]t[/code] está en el " -"rango de 0.0 a 1.0, representando la cantidad de interpolación." +"Cúbicamente interpola entre este vector y [code]b[/code] usando [code]pre_a[/" +"code] y [code]post_b[/code] como manejadores, y devuelve el resultado en la " +"posición [code]t[/code]. [code]t[/code] está en el rango de 0.0 a 1.0, " +"representando la cantidad de interpolación." #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." @@ -81050,14 +81983,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" -"Devuelve un nuevo vector con todos los componentes redondeados hacia abajo " -"(hacia el infinito negativo)." - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -81096,22 +82021,10 @@ msgstr "" "devuelve [constant AXIS_Z]." #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" -"Mueve este vector hacia [code]to[/code] por la cantidad fija de [code]delta[/" -"code]." - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "Devuelve el producto exterior con [code]b[/code]." #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "Devuelve el producto exterior con [code]b[/code]." - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" "Devuelve este vector reflejado desde un plano definido por la normalidad " @@ -81127,25 +82040,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" -"Devuelve este vector con todos los componentes redondeados al entero más " -"cercano, con los casos intermedios redondeados desde cero." - -#: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" -"Devuelve un vector con cada componente puesto a uno o negativo, dependiendo " -"de los signos de los componentes de este vector, o cero si el componente es " -"cero, llamando al [method @GDScript.sign] en cada componente." - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -82084,10 +82978,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -82230,6 +83126,18 @@ msgid "The rendering mode of viewport." msgstr "El modo de selección a utilizar." #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml #, fuzzy msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -82917,7 +83825,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -89262,6 +90170,23 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "Traducido a [code]bool[/code] uniforme en el lenguaje de los shaders." +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +#, fuzzy +msgid "A default value to be assigned within the shader." +msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual." + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -90449,6 +91374,53 @@ msgstr "" "Devuelve un escalar asociado si el valor booleano proporcionado es " "[code]true[/code] o [code]false[/code]." +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Representa el tamaño del enum [enum Monitor]." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/fa.po b/doc/translations/fa.po index acc3534c49..214910a78f 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -68,6 +68,71 @@ msgstr "توضیحات خصیصه" msgid "Method Descriptions" msgstr "توضیحات تابع" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "توضیحات خصیصه" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "توابع داخلی GDScript." @@ -712,27 +777,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"مقدار نرمال شده را با توجه به دامنه داده شده برمی گرداند. این مخالف [روش " -"lerp] است.\n" -"[codeblock]\n" -"var middle = lerp (20 ، 30 ، 0.75)\n" -"# \"وسط\" اکنون 27.5 است.\n" -"# اکنون ، ما وانمود می کنیم که نسبت اصلی را فراموش کرده ایم و می خواهیم آن " -"را پس بگیریم.\n" -"نسبت var = وارون_معکوس (20 ، 30 ، 27.5)\n" -"نسبت # \"اکنون 0.75 است.\n" -"[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -805,8 +868,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -815,7 +881,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "با یک مقدار نرمال شده بین دو مقدار درون یابی می کند. این مخالف [روش " "inverse_lerp] است.\n" @@ -830,11 +899,13 @@ msgstr "" "[/ codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1818,7 +1889,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3328,31 +3407,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7416,7 +7572,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12320,7 +12479,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12385,11 +12544,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12397,7 +12558,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -12405,15 +12568,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12421,7 +12584,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12509,8 +12672,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12520,17 +12684,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12541,16 +12711,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12562,27 +12738,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12702,7 +12890,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12761,7 +12951,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13119,8 +13310,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13169,6 +13360,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13668,6 +13865,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14094,9 +14292,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14339,7 +14537,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15007,7 +15207,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -17025,7 +17225,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18342,7 +18544,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19861,6 +20063,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19878,11 +20087,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19962,8 +20173,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20406,10 +20628,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20458,7 +20679,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20628,8 +20851,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20638,7 +20861,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21713,6 +21938,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22189,10 +22422,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22672,7 +22907,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24242,14 +24477,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24325,7 +24560,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26441,6 +26676,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26669,7 +26910,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26692,7 +26933,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28978,7 +29219,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28999,7 +29244,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29018,8 +29267,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29032,7 +29290,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29350,7 +29617,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29378,7 +29649,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29573,6 +29848,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29589,15 +29961,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30201,9 +30575,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31134,6 +31508,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34356,16 +34753,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34386,10 +34780,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34405,25 +34796,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34440,14 +34822,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34456,35 +34835,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34583,10 +35316,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34745,22 +35474,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34859,6 +35678,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38190,7 +39075,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42796,16 +43683,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42867,12 +43754,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42953,10 +43834,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46404,7 +47281,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46447,8 +47324,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46460,6 +47338,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47323,12 +48214,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47457,15 +48348,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48728,14 +49610,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49782,7 +50656,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49965,7 +50839,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50072,7 +50946,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52138,7 +53012,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52162,19 +53036,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53872,7 +54765,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54557,6 +55450,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57769,7 +58672,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57791,9 +58694,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58895,17 +59800,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58925,10 +59830,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59052,25 +59957,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61224,9 +62110,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61281,9 +62167,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61324,10 +62210,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61348,12 +62234,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61362,17 +62250,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61472,21 +62360,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61510,12 +62392,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61542,20 +62418,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61567,19 +62433,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62273,10 +63126,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62392,6 +63247,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62910,7 +63777,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67883,6 +68750,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68717,6 +69600,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 38c42f493d..3719071c3f 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -62,6 +62,71 @@ msgstr "Ominaisuuksien kuvaukset" msgid "Method Descriptions" msgstr "Metodien kuvaukset" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Ominaisuuksien kuvaukset" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Sisäänrakennetut GDScript funktiot." @@ -488,16 +553,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -547,8 +620,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -557,7 +633,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -565,7 +644,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1397,7 +1477,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2907,31 +2995,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6996,7 +7161,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11891,7 +12059,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11959,11 +12127,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11971,23 +12141,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11995,7 +12169,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12083,8 +12257,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12094,17 +12269,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12115,16 +12296,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12136,27 +12323,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12276,7 +12475,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12335,7 +12536,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12693,8 +12895,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12743,6 +12945,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13242,6 +13450,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13668,9 +13877,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13910,7 +14119,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14578,7 +14789,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16596,7 +16807,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17913,7 +18126,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19436,6 +19649,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19453,11 +19673,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19537,8 +19759,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19981,10 +20214,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20033,7 +20265,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20203,8 +20437,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20213,7 +20447,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21288,6 +21524,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21764,10 +22008,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22247,7 +22493,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23817,14 +24063,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23900,7 +24146,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26023,6 +26269,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26251,7 +26503,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26274,7 +26526,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28562,7 +28814,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28583,7 +28839,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28602,8 +28862,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28616,7 +28885,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28934,7 +29212,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28962,7 +29244,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29157,6 +29443,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29173,15 +29556,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29786,9 +30171,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30718,6 +31103,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33937,16 +34345,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33966,10 +34371,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33985,25 +34387,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34020,14 +34413,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -34035,35 +34425,403 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34163,10 +34921,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34326,22 +35080,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34440,6 +35284,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Palauttaa parametrin käänteisen neliöjuuren." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37772,7 +38685,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42372,16 +43287,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42443,12 +43358,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42529,10 +43438,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45980,7 +46885,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46023,8 +46928,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46036,6 +46942,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46893,12 +47812,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47027,15 +47946,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48296,14 +49206,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49348,7 +50250,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49531,7 +50433,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49638,7 +50540,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51704,7 +52606,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51728,19 +52630,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53439,7 +54360,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54124,6 +55045,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57343,7 +58274,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57365,9 +58296,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58469,17 +59402,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58499,10 +59432,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58626,25 +59559,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60797,9 +61711,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60855,9 +61769,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60899,10 +61813,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60923,12 +61837,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60937,17 +61854,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61049,22 +61966,16 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml #, fuzzy msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61088,12 +61999,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61120,20 +62025,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61145,19 +62040,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61850,10 +62732,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61969,6 +62853,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62487,7 +63383,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -67478,6 +68374,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68312,6 +69224,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Palauttaa parametrin sinin." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/fil.po b/doc/translations/fil.po index f996b5b6e2..fbcff01819 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -61,6 +61,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -470,16 +534,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -529,8 +601,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -539,7 +614,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -547,7 +625,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1379,7 +1458,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2889,31 +2976,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6977,7 +7141,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11881,7 +12048,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11946,11 +12113,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11958,7 +12127,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11966,15 +12137,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11982,7 +12153,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12070,8 +12241,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12081,17 +12253,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12102,16 +12280,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12123,27 +12307,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12263,7 +12459,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12322,7 +12520,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12680,8 +12879,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12730,6 +12929,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13229,6 +13434,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13655,9 +13861,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13900,7 +14106,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14568,7 +14776,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16586,7 +16794,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17903,7 +18113,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19422,6 +19632,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19439,11 +19656,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19523,8 +19742,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19967,10 +20197,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20019,7 +20248,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20189,8 +20420,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20199,7 +20430,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21274,6 +21507,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21750,10 +21991,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22233,7 +22476,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23803,14 +24046,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23886,7 +24129,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26002,6 +26245,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26230,7 +26479,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26253,7 +26502,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28539,7 +28788,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28560,7 +28813,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28579,8 +28836,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28593,7 +28859,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28911,7 +29186,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28939,7 +29218,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29134,6 +29417,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29150,15 +29530,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29762,9 +30144,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30695,6 +31077,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33911,16 +34316,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33941,10 +34343,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33960,25 +34359,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33995,14 +34385,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34011,35 +34398,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34138,10 +34879,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34300,22 +35037,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34414,6 +35241,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37745,7 +38638,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42339,16 +43234,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42410,12 +43305,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42496,10 +43385,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45947,7 +46832,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45990,8 +46875,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46003,6 +46889,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46862,12 +47761,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46996,15 +47895,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48267,14 +49157,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49321,7 +50203,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49504,7 +50386,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49611,7 +50493,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51677,7 +52559,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51701,19 +52583,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53411,7 +54312,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54096,6 +54997,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57308,7 +58219,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57330,9 +58241,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58434,17 +59347,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58464,10 +59377,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58591,25 +59504,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60763,9 +61657,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60820,9 +61714,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60863,10 +61757,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60887,12 +61781,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60901,17 +61797,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61011,21 +61907,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61049,12 +61939,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61081,20 +61965,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61106,19 +61980,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61812,10 +62673,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61931,6 +62794,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62449,7 +63324,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67422,6 +68297,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68256,6 +69147,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index bea417bdb8..b2e5eda16a 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -108,6 +108,71 @@ msgstr "Description des propriétés" msgid "Method Descriptions" msgstr "Descriptions des méthodes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Description des propriétés" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Fonctions intégrées à GDScript." @@ -797,27 +862,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Renvoie une valeur normalisée en tenant compte de la fourchette donnée. " -"C'est l'inverse de [method lerp].\n" -"[codeblock]\n" -"var milieu = lerp(20, 30, 0.75)\n" -"# `milieu` vaut maintenant 27.5.\n" -"# Maintenant, nous prétendons avoir oublié le ratio d'origine et nous " -"voulons le récupérer.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` vaut maintenant 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -889,9 +952,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -900,7 +967,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpolation linéaire entre deux valeurs par une valeur normalisée. C'est " "l'inverse de [method inverse_lerp].\n" @@ -915,11 +985,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2258,10 +2330,21 @@ msgid "The [Marshalls] singleton." msgstr "Le singleton [Marshalls]." #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "Le singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Le singleton [EditorNavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Le singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Le singleton [OS]." @@ -3827,32 +3910,109 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "Message MIDI note OFF." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "Message MIDI note ON." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "Message suite à une pression MIDI." +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "Message MIDI de changement de valeur d'un contrôleur (message CC)." +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "Message de changement de programme MIDI." +msgid "MIDI stop message. Stop the current sequence." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "Message de pression du canal MIDI." +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "Message de modulation de fréquence MIDI." +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -8534,7 +8694,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -13574,7 +13737,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -13646,12 +13809,14 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "Ajoute un [Shape2D] au propriétaire de la forme." #: doc/classes/CameraServer.xml @@ -13660,8 +13825,10 @@ msgstr "Retourne un tableau de [CameraFeed]s." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "Retourne le nombre de [CameraFeed] enregistrés." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." @@ -13669,16 +13836,17 @@ msgstr "Retourne le nombre de [CameraFeed] enregistrés." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Removes a [CameraFeed]." -msgstr "Texture fournie par un [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." -msgstr "" +#, fuzzy +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." +msgstr "Émis lorsqu'une interface est supprimée." #: doc/classes/CameraServer.xml #, fuzzy -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "Émis lorsqu'une interface est supprimée." #: doc/classes/CameraServer.xml @@ -13687,8 +13855,10 @@ msgstr "L’image de la caméra RGBA." #: doc/classes/CameraServer.xml #, fuzzy -msgid "The YCbCr camera image." -msgstr "L'image de la caméra du composant CbCr." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." +msgstr "" +"Utilise la méthode de compression [url=https://en.wikipedia.org/wiki/" +"DEFLATE]DEFLATE[/url]." #: doc/classes/CameraServer.xml msgid "The Y component camera image." @@ -13775,8 +13945,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13786,17 +13957,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "Dessine un cercle coloré." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13806,18 +13983,29 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" +"Dessine des segments de ligne interconnectés avec une [code]width[/code] " +"uniforme et une coloration segment par segment. Les couleurs attribuées aux " +"segments de ligne correspondent par index entre [code]points[/code] et " +"[code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -13833,25 +14021,31 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" -"Dessine des segments de ligne interconnectés avec une [code]color[/code] et " -"[code]width[/code] uniforme." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" "Dessine des segments de ligne interconnectés avec une [code]width[/code] " "uniforme et une coloration segment par segment. Les couleurs attribuées aux " @@ -13859,13 +14053,13 @@ msgstr "" "[code]colors[/code]." #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" -"Dessine un primitif personnalisé. 1 point pour un point, 2 points pour une " -"ligne, 3 points pour un triangle, et 4 points pour un quad." #: doc/classes/CanvasItem.xml msgid "" @@ -14002,8 +14196,10 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." -msgstr "Masquer le [CanvasItem] s’il est actuellement visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." +msgstr "" #: doc/classes/CanvasItem.xml msgid "" @@ -14061,7 +14257,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -14420,9 +14617,10 @@ msgstr "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" #: doc/classes/CharFXTransform.xml +#, fuzzy msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" "L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte " "pas l'affichage." @@ -14505,6 +14703,15 @@ msgstr "" "pixels)." #: doc/classes/CharFXTransform.xml +#, fuzzy +msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" +"L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte " +"pas l'affichage." + +#: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " @@ -15022,6 +15229,7 @@ msgid "" msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Retourne le [RID] de l'objet." @@ -15465,9 +15673,9 @@ msgstr "Couleur au format RGBA usant de floats sur la plage de 0 à 1." #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -15811,12 +16019,11 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml -#, fuzzy msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" -"Le composant alpha (transparence) de la couleur, généralement sur une " -"échelle de 0 à 1." #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." @@ -16524,8 +16731,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Si [code]true[/code], le GraphNode est sélectionné." #: doc/classes/ColorPicker.xml msgid "" @@ -18592,10 +18800,10 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" -"La liste des sommets du polygone. Peut être dans le sens horaire ou " -"antihoraire." #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." @@ -19948,7 +20156,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -21500,6 +21708,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -21518,11 +21733,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -21602,8 +21819,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -22054,10 +22282,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -22106,7 +22333,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -22277,8 +22506,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -22287,7 +22516,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -23383,6 +23614,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "Importe des scènes à partir de fichiers 3D de tiers." +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -23868,10 +24107,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -24363,7 +24604,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -25972,14 +26213,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -26055,7 +26296,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -28249,6 +28490,12 @@ msgstr "La [MeshLibrary] assignée." #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -28481,7 +28728,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -28504,7 +28751,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -30827,7 +31074,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30848,7 +31099,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30869,13 +31124,19 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " -"chaîne de caractères donnée." #: doc/classes/Input.xml msgid "" @@ -30884,14 +31145,20 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " -"chaîne de caractères donnée." #: doc/classes/Input.xml msgid "" @@ -31208,7 +31475,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -31236,7 +31507,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -31433,6 +31708,104 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "Input event for MIDI inputs." +msgstr "Type d’évènement d’entrée pour les actions." + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "Type d’événement d’entrée de base pour les événements de la souris." @@ -31449,15 +31822,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -32093,9 +32468,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -33044,6 +33419,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Nœud 2D du corps cinématique." @@ -36326,16 +36724,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -36356,10 +36751,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -36375,26 +36767,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "Renvoie le traqueur de position à l'identification donnée." - -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -36411,14 +36793,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -36427,36 +36806,421 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "Interface de serveur pour l'accès audio de bas niveau." + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "Crée un [HingeJoint3D]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Renvoie [code]true[/code] si le chemin donné est filtré." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Renvoie la tangente du paramètre." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Obtient le nom d'un entrée par son index." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Définit la position du nœud spécifié." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Le rayon extérieur du tore." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Obtient l'objet édité." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy -msgid "Removes the [NavigationPolygon] with the given ID." +msgid "Sets the current velocity of the agent." +msgstr "Définit le trame présentement visible de l'animation." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "Supprime l'ID de la tuile donnée." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Create a new map." +msgstr "Crée un [Area2D]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Retourne la taille du tableau." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "Retourne la position du point à l'index [code]point[/code]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the navigation path to reach the destination from the origin." msgstr "Renvoie le traqueur de position à l'identification donnée." -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Retourne [code]true[/code] si l'[AABB] est vide." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Arrête la minuterie." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "Définit le polygone de navigation de la tuile." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates a new region." +msgstr "Crée un [Area2D]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Retourne la hauteur du contenu." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Définit le polygone de navigation de la tuile." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Retourne la matrice de transformation globale de cet élément." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "Le point de collision, dans les coordonnées globales." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "Renvoie le mode de remplacement de l’espace pour la zone." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Renvoie [code]true[/code] si le chemin donné est filtré." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum number of neighbors for the agent to consider." +msgstr "La valeur de luminance maximale pour l'exposition automatique." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum speed that an agent can move." +msgstr "Rotation maximale à travers la charnière." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The distance to search for other agents." +msgstr "L’instance n’a pas de type." + +#: 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 "Le rayon du cylindre." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "Avertit quand une animation commence à jouer." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -36558,10 +37322,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -36724,27 +37484,119 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Représente la taille de l'énumération [enum Method]." +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "Effacer la sélection." + #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "Node that instances navigation meshes into a scenario." -msgstr "Nœud qui instancie des meshes dans un scénario." +msgid "An instance of a [NavigationMesh]." +msgstr "L’instance est un multi-maillage." #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "Si [code]true[/code], les nœuds [RigidBody3D] seront mis en pause." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "Le singleton [NavigationMeshGenerator]." +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "Avertit quand une animation commence à jouer." + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "Avertit quand une animation commence à jouer." + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -36841,6 +37693,77 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "Interface de serveur pour l'accès audio de bas niveau." + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Renvoie l'inverse de la racine carrée du paramètre." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Retourne les dimensions de bitmap." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Arrête l'audio." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Bakes the navigation mesh." +msgstr "Définit le maillage de l'élément." + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -40225,7 +41148,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -44962,16 +45887,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -45033,12 +45958,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -45124,10 +46043,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "Modifie le [Vector2] à l’index donné." -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "Retourne la taille du tableau." - #: doc/classes/PoolRealArray.xml #, fuzzy msgid "A pooled [Array] of reals ([float])." @@ -48624,7 +49539,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48670,8 +49585,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -48683,6 +49599,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -49552,12 +50481,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -49689,15 +50618,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -50975,14 +51895,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "Renvoie le nombre de lignes visibles." @@ -52036,7 +52948,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -52219,7 +53131,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -52326,7 +53238,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -54426,7 +55338,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -54450,19 +55362,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -56205,7 +57136,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -56970,6 +57901,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -60315,7 +61256,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -60337,9 +61278,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -61472,17 +62415,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -61502,11 +62445,13 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" +"Retourne le transform avec la base orthogonale (90 degrés) et les vecteurs " +"d’axe normalisé (échelle de 1 ou -1)." #: doc/classes/Transform.xml msgid "" @@ -61643,27 +62588,6 @@ msgstr "Retourne l’échelle." #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" -"Retourne le transform avec la base orthogonale (90 degrés) et les vecteurs " -"d’axe normalisé (échelle de 1 ou -1)." - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -63855,13 +64779,11 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" -"Retourne le vecteur avec toutes les composantes arrondies au chiffre " -"supérieur (vers l'infini positif)." #: doc/classes/Vector2.xml msgid "" @@ -63914,13 +64836,11 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" -"Renvoie le vecteur avec tous les composants arrondis vers le bas (vers " -"l’infini négatif)." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -63961,11 +64881,14 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" +"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont " +"approximativement égaux l'un à l'autre." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -63985,12 +64908,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Retourne le vecteur projeté sur le vecteur [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -63999,17 +64925,20 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" +"Renvoie le vecteur avec tous les composants arrondis vers le bas (vers " +"l’infini négatif)." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -64113,21 +65042,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Calcule le produit vectoriel de ce vecteur et[code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -64151,12 +65074,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -64183,20 +65100,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -64208,19 +65115,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -64925,10 +65819,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -65049,6 +65945,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml #, fuzzy msgid "The custom [World] which can be used as 3D environment source." msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entrée." @@ -65595,7 +66503,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -70967,6 +71875,25 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +#, fuzzy +msgid "A default value to be assigned within the shader." +msgstr "" +"Un opérateur scalaire à virgule flottante à utiliser dans le graphique du " +"nuanceur visuel." + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -71819,6 +72746,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Représente la taille de l’enum [enum TabAlign]." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 9d1ae2c9a0..438057cdb3 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -61,6 +61,71 @@ msgstr "Descrición de Propiedades" msgid "Method Descriptions" msgstr "Descrición de Métodos" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descrición de Propiedades" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -470,16 +535,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -529,8 +602,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -539,7 +615,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -547,7 +626,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1379,7 +1459,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2889,31 +2977,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6964,7 +7129,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11839,7 +12007,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11904,11 +12072,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11916,7 +12086,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11924,15 +12096,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11940,7 +12112,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12026,8 +12198,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12037,17 +12210,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12058,16 +12237,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12079,27 +12264,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12219,7 +12416,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12278,7 +12477,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12632,8 +12832,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12682,6 +12882,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13181,6 +13387,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13603,9 +13810,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13845,7 +14052,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14513,7 +14722,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16527,7 +16736,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17841,7 +18052,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19351,6 +19562,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19368,11 +19586,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19452,8 +19672,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19896,10 +20127,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19948,7 +20178,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20115,8 +20347,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20125,7 +20357,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21195,6 +21429,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21668,10 +21910,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22148,7 +22392,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23711,11 +23955,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23788,7 +24032,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25900,6 +26144,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26128,7 +26378,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26151,7 +26401,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28425,7 +28675,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28446,7 +28700,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28465,8 +28723,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28479,7 +28746,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28795,7 +29071,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28823,7 +29103,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29015,6 +29299,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29031,15 +29412,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29637,9 +30020,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30560,6 +30943,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33758,16 +34164,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33787,10 +34190,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33806,25 +34206,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33841,14 +34232,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33856,35 +34244,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33983,10 +34725,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34145,22 +34883,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34259,6 +35087,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37572,7 +38466,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42159,16 +43055,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42230,12 +43126,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42316,10 +43206,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45766,7 +46652,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45809,8 +46695,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45822,6 +46709,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46676,12 +47576,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46810,15 +47710,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48077,14 +48968,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49129,7 +50012,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49312,7 +50195,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49419,7 +50302,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51465,7 +52348,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51489,19 +52372,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53199,7 +54101,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53881,6 +54783,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57087,7 +57999,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57109,9 +58021,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58213,17 +59127,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58243,10 +59157,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58370,25 +59284,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60537,9 +61432,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60594,9 +61489,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60637,10 +61532,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60661,12 +61556,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60675,17 +61572,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60785,21 +61682,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60823,12 +61714,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60855,20 +61740,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60880,19 +61755,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61582,10 +62444,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61701,6 +62565,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62218,7 +63094,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67184,6 +68060,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68012,6 +68904,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/hi.po b/doc/translations/hi.po index e14ddac507..0979c6c95d 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -59,6 +59,71 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "थीम विशेषता" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -468,16 +533,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -527,8 +600,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -537,7 +613,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -545,7 +624,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1377,7 +1457,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2887,31 +2975,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6962,7 +7127,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11837,7 +12005,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11902,11 +12070,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11914,7 +12084,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11922,15 +12094,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11938,7 +12110,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12024,8 +12196,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12035,17 +12208,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12056,16 +12235,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12077,27 +12262,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12217,7 +12414,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12276,7 +12475,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12630,8 +12830,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12680,6 +12880,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13179,6 +13385,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13601,9 +13808,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13843,7 +14050,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14511,7 +14720,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16525,7 +16734,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17839,7 +18050,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19349,6 +19560,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19366,11 +19584,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19450,8 +19670,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19894,10 +20125,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19946,7 +20176,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20113,8 +20345,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20123,7 +20355,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21193,6 +21427,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21666,10 +21908,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22146,7 +22390,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23709,11 +23953,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23786,7 +24030,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25898,6 +26142,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26126,7 +26376,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26149,7 +26399,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28423,7 +28673,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28444,7 +28698,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28463,8 +28721,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28477,7 +28744,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28793,7 +29069,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28821,7 +29101,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29013,6 +29297,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29029,15 +29410,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29635,9 +30018,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30558,6 +30941,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33756,16 +34162,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33785,10 +34188,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33804,25 +34204,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33839,14 +34230,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33854,35 +34242,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33981,10 +34723,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34143,22 +34881,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34257,6 +35085,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37570,7 +38464,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42157,16 +43053,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42228,12 +43124,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42314,10 +43204,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45764,7 +46650,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45807,8 +46693,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45820,6 +46707,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46674,12 +47574,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46808,15 +47708,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48075,14 +48966,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49127,7 +50010,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49310,7 +50193,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49417,7 +50300,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51463,7 +52346,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51487,19 +52370,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53197,7 +54099,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53879,6 +54781,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57085,7 +57997,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57107,9 +58019,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58211,17 +59125,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58241,10 +59155,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58368,25 +59282,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60535,9 +61430,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60592,9 +61487,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60635,10 +61530,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60659,12 +61554,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60673,17 +61570,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60783,21 +61680,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60821,12 +61712,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60853,20 +61738,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60878,19 +61753,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61580,10 +62442,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61699,6 +62563,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62216,7 +63092,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67182,6 +68058,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68010,6 +68902,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 22d0669b3c..0a786cfcd4 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -64,6 +64,71 @@ msgstr "Tulajdonság leírásai" msgid "Method Descriptions" msgstr "Metódus leírások" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Tulajdonság leírásai" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Beépített GDScript függvények" @@ -486,16 +551,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -545,8 +618,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -555,7 +631,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -563,7 +642,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1395,7 +1475,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2905,31 +2993,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6980,7 +7145,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11855,7 +12023,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11920,11 +12088,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11932,7 +12102,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11940,15 +12112,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11956,7 +12128,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12042,8 +12214,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12053,17 +12226,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12074,16 +12253,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12095,27 +12280,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12235,7 +12432,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12294,7 +12493,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12648,8 +12848,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12698,6 +12898,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13197,6 +13403,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13619,9 +13826,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13861,7 +14068,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14529,7 +14738,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16543,7 +16752,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17857,7 +18068,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19367,6 +19578,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19384,11 +19602,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19468,8 +19688,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19912,10 +20143,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19964,7 +20194,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20131,8 +20363,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20141,7 +20373,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21211,6 +21445,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21684,10 +21926,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22164,7 +22408,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23727,11 +23971,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23804,7 +24048,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25916,6 +26160,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26144,7 +26394,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26167,7 +26417,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28441,7 +28691,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28462,7 +28716,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28481,8 +28739,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28495,7 +28762,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28811,7 +29087,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28839,7 +29119,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29031,6 +29315,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29047,15 +29428,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29653,9 +30036,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30576,6 +30959,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33774,16 +34180,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33803,10 +34206,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33822,25 +34222,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33857,14 +34248,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33872,35 +34260,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33999,10 +34741,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34161,22 +34899,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34275,6 +35103,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37588,7 +38482,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42175,16 +43071,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42246,12 +43142,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42332,10 +43222,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45782,7 +46668,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45825,8 +46711,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45838,6 +46725,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46692,12 +47592,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46826,15 +47726,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48093,14 +48984,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49145,7 +50028,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49328,7 +50211,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49435,7 +50318,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51481,7 +52364,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51505,19 +52388,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53215,7 +54117,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53897,6 +54799,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57103,7 +58015,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57125,9 +58037,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58229,17 +59143,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58259,10 +59173,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58386,25 +59300,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60553,9 +61448,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60610,9 +61505,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60653,10 +61548,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60677,12 +61572,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60691,17 +61588,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60801,21 +61698,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60839,12 +61730,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60871,20 +61756,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60896,19 +61771,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61598,10 +62460,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61717,6 +62581,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62234,7 +63110,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67200,6 +68076,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68028,6 +68920,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/id.po b/doc/translations/id.po index ea0089a4a6..4279718983 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -66,6 +66,71 @@ msgstr "Deskripsi Properti" msgid "Method Descriptions" msgstr "Deskripsi Method" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Deskripsi Properti" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Fungsi bawaan GDScript." @@ -654,16 +719,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -713,8 +786,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -723,7 +799,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -731,7 +810,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1583,7 +1663,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3093,31 +3181,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "MIDI stop message. Stop the current sequence." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7181,7 +7346,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12085,7 +12253,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12151,11 +12319,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12163,7 +12333,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -12171,15 +12343,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12187,7 +12359,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12275,8 +12447,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12286,17 +12459,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12307,16 +12486,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12328,27 +12513,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12468,7 +12665,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12527,7 +12726,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12885,8 +13085,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12935,6 +13135,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13434,6 +13640,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13860,9 +14067,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14105,7 +14312,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14773,7 +14982,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16791,7 +17000,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18108,7 +18319,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19627,6 +19838,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19644,11 +19862,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19728,8 +19948,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20172,10 +20403,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20224,7 +20454,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20394,8 +20626,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20404,7 +20636,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21479,6 +21713,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21955,10 +22197,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22438,7 +22682,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24009,14 +24253,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24092,7 +24336,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26208,6 +26452,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26436,7 +26686,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26459,7 +26709,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28745,7 +28995,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28766,7 +29020,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28785,8 +29043,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28799,7 +29066,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29117,7 +29393,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29145,7 +29425,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29340,6 +29624,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29356,15 +29737,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29968,9 +30351,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30901,6 +31284,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34123,16 +34529,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34153,10 +34556,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34172,25 +34572,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34207,14 +34598,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34223,35 +34611,395 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34350,10 +35098,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34512,22 +35256,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34626,6 +35460,73 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37957,7 +38858,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42567,16 +43470,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42638,12 +43541,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42724,10 +43621,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46175,7 +47068,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46218,8 +47111,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46231,6 +47125,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47090,12 +47997,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47224,15 +48131,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48495,14 +49393,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49549,7 +50439,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49732,7 +50622,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49839,7 +50729,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51905,7 +52795,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51929,19 +52819,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53639,7 +54548,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54324,6 +55233,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57538,7 +58457,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57560,9 +58479,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58664,17 +59585,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58694,10 +59615,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58821,25 +59742,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60993,9 +61895,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61050,9 +61952,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61093,10 +61995,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61117,12 +62019,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61131,17 +62035,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61241,21 +62145,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61279,12 +62177,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61311,20 +62203,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61336,19 +62218,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62042,10 +62911,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62161,6 +63032,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62679,7 +63562,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67657,6 +68540,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68491,6 +69390,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/is.po b/doc/translations/is.po index 757f0c32f4..871771e31d 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -60,6 +60,71 @@ msgstr "Lýsing á Breytum" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Lýsing á Breytum" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -469,16 +534,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -528,8 +601,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -538,7 +614,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -546,7 +625,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1378,7 +1458,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2888,31 +2976,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6963,7 +7128,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11838,7 +12006,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11903,11 +12071,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11915,7 +12085,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11923,15 +12095,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11939,7 +12111,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12025,8 +12197,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12036,17 +12209,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12057,16 +12236,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12078,27 +12263,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12218,7 +12415,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12277,7 +12476,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12631,8 +12831,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12681,6 +12881,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13180,6 +13386,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13602,9 +13809,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13844,7 +14051,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14512,7 +14721,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16526,7 +16735,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17840,7 +18051,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19350,6 +19561,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19367,11 +19585,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19451,8 +19671,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19895,10 +20126,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19947,7 +20177,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20114,8 +20346,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20124,7 +20356,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21194,6 +21428,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21667,10 +21909,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22147,7 +22391,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23710,11 +23954,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23787,7 +24031,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25899,6 +26143,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26127,7 +26377,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26150,7 +26400,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28424,7 +28674,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28445,7 +28699,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28464,8 +28722,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28478,7 +28745,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28794,7 +29070,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28822,7 +29102,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29014,6 +29298,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29030,15 +29411,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29636,9 +30019,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30559,6 +30942,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33757,16 +34163,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33786,10 +34189,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33805,25 +34205,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33840,14 +34231,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33855,35 +34243,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33982,10 +34724,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34144,22 +34882,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34258,6 +35086,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37571,7 +38465,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42158,16 +43054,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42229,12 +43125,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42315,10 +43205,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45765,7 +46651,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45808,8 +46694,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45821,6 +46708,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46675,12 +47575,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46809,15 +47709,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48076,14 +48967,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49128,7 +50011,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49311,7 +50194,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49418,7 +50301,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51464,7 +52347,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51488,19 +52371,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53198,7 +54100,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53880,6 +54782,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57086,7 +57998,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57108,9 +58020,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58212,17 +59126,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58242,10 +59156,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58369,25 +59283,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60536,9 +61431,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60593,9 +61488,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60636,10 +61531,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60660,12 +61555,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60674,17 +61571,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60784,21 +61681,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60822,12 +61713,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60854,20 +61739,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60879,19 +61754,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61581,10 +62443,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61700,6 +62564,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62217,7 +63093,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67183,6 +68059,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68011,6 +68903,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/it.po b/doc/translations/it.po index eceba36485..e32a94b9cd 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -78,6 +78,71 @@ msgstr "Descrizioni delle proprietà" msgid "Method Descriptions" msgstr "Descrizioni del metodo" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descrizioni delle proprietà" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funzioni di GDScript integrate." @@ -738,27 +803,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Restituisce un valore normalizzato considerando il range dato. Questo è " -"l'opposto di [metodo lerp].\n" -"[codeblock]\n" -"var medio = lerp(20, 30, 0.75)\n" -"# `medio` è ora 27.5.\n" -"# Ora, fingiamo di aver dimenticato il rapporto originale e di volerlo " -"recuperare.\n" -"var rapporto = inverse_lerp(20, 30, 27.5)\n" -"# `rapporto` è ora 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -827,9 +890,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -838,7 +905,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpola linearmente tra due valori mediante un valore normalizzato. Questo " "metodo è l'opposto di [method inverse_lerp].\n" @@ -854,11 +924,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2141,10 +2213,21 @@ msgid "The [Marshalls] singleton." msgstr "Il singleton [Marshalls]." #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "Il singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Il singleton [EditorNavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Il singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Il singleton [OS]." @@ -3808,31 +3891,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7935,7 +8095,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12854,7 +13017,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12924,11 +13087,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12936,23 +13101,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12960,7 +13129,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -13049,8 +13218,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13060,17 +13230,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13081,16 +13257,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -13102,27 +13284,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13242,7 +13436,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13301,7 +13497,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13660,8 +13857,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13710,6 +13907,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -14211,6 +14414,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14638,9 +14842,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14883,7 +15087,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15604,8 +15810,11 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." #: doc/classes/ColorPicker.xml msgid "" @@ -17648,7 +17857,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18965,10 +19176,8 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" -msgstr "" -"https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" -"index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" +msgstr "$DOCS_URL/tutorials/scripting/index.html" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml @@ -20489,6 +20698,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -20506,11 +20722,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20590,8 +20808,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -21034,10 +21263,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -21086,7 +21314,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -21256,8 +21486,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -21266,7 +21496,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -22346,6 +22578,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22825,10 +23065,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -23308,7 +23550,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24881,14 +25123,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24964,10 +25206,8 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" -msgstr "" -"https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" -"index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" +msgstr "$DOCS_URL/tutorials/scripting/index.html" #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." @@ -27100,6 +27340,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -27328,7 +27574,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -27351,7 +27597,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29643,7 +29889,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29664,7 +29914,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29683,11 +29937,19 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." -msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -29696,12 +29958,20 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." -msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -30018,7 +30288,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30046,7 +30320,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30241,6 +30519,105 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" + +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -30257,15 +30634,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30873,9 +31252,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31807,6 +32186,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -35035,16 +35437,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -35065,10 +35464,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -35084,25 +35480,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -35119,14 +35506,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -35135,35 +35519,407 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Restituisce l'arco-seno del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Restituisce l'arco-seno del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Restituisce l'arco-seno del parametro." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"Ritorna [code]true[/code] se il vettore è normalizzato, o falso altrimenti." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Restituisce l'arco-seno del parametro." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35263,10 +36019,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -35429,22 +36181,113 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +#, fuzzy +msgid "The [NavigationMesh] resource to use." +msgstr "Il singleton [EditorNavigationMeshGenerator]." + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -35543,6 +36386,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Restituisce l'inversa della radice quadrata del parametro." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Restituisce l'arco-seno del parametro." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38886,7 +39798,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -43518,16 +44432,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -43589,12 +44503,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43675,10 +44583,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -47129,7 +48033,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47172,8 +48076,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47185,6 +48090,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -48047,12 +48965,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -48184,15 +49102,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -49456,14 +50365,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -50510,7 +51411,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50693,7 +51594,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50800,7 +51701,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52872,7 +53773,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52896,19 +53797,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54612,7 +55532,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -55299,6 +56219,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -58547,7 +59477,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -58569,9 +59499,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59677,17 +60609,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59707,10 +60639,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59834,25 +60766,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -62028,9 +62941,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -62085,9 +62998,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -62130,11 +63043,14 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" +"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono " +"approssimativamente uguali tra di loro." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -62154,12 +63070,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -62168,17 +63087,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62280,21 +63199,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Restituisce il resto dei due vettori." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -62318,12 +63231,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -62350,20 +63257,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -62375,19 +63272,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -63090,10 +63974,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -63213,6 +64099,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63731,7 +64629,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -68742,6 +69640,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -69578,6 +70492,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Restituisce il seno del parametro." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ja.po b/doc/translations/ja.po index 127239d770..bf6d51175e 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -65,6 +65,71 @@ msgstr "プロパティの説明" msgid "Method Descriptions" msgstr "メソッドの説明" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "プロパティの説明" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "組み込みGDScript関数。" @@ -732,26 +797,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"与えられた範囲において正規化された値を返します。これは [method lerp] の逆で" -"す。\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` は 27.5 になる。\n" -"# 元の比を忘れてしまって、また知りたいとします。\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` は 0.75 になる。\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -823,8 +887,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -833,7 +900,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "2つの値および正規化された値から線形補間します。これは [method inverse_lerp] " "の逆です。\n" @@ -848,11 +918,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2166,10 +2238,20 @@ msgstr "[Marshalls] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "[TranslationServer] シングルトン。" + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] シングルトン。" #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "[TranslationServer] シングルトン。" + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "[OS] シングルトン。" @@ -3735,32 +3817,109 @@ msgstr "" "ティック軸)。" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "MIDIノート オフメッセージ。" +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "MIDIノート オンメッセージ。" +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "MIDIアフタータッチ メッセージ。" +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "MIDIコントロールチェンジ メッセージ。" +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "MIDIプログラムチェンジ メッセージ。" +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "MIDIチャンネルプレッシャー メッセージ。" +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "MIDIピッチベンド メッセージ。" +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -8803,7 +8962,10 @@ msgstr "" "す。再現不可能なシャッフルを行いたい場合は [method @GDScript.randomize]を呼び" "出して、毎回新しいシードが使用されるようにしてください。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "配列の要素数を返します。" @@ -14551,7 +14713,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -14621,12 +14783,15 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." -msgstr "" +#, fuzzy +msgid "Adds the camera [code]feed[/code] to the camera server." +msgstr "ディテールテクスチャと共に [code]UV[/code] を使用します。" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." @@ -14634,24 +14799,28 @@ msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "このインデックスでのブレンドシェイプの名前を返します。" +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "インデックス [code]index[/code] のバスを削除します。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." -msgstr "" +#, fuzzy +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." +msgstr "プロパティがインスペクタから削除されたときに発信。" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "プロパティがインスペクタから削除されたときに発信。" #: doc/classes/CameraServer.xml @@ -14659,7 +14828,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -14747,8 +14916,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14758,17 +14928,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14779,16 +14955,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -14800,27 +14982,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14940,8 +15134,13 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +#, fuzzy +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" +"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" +"のと同じです。" #: doc/classes/CanvasItem.xml msgid "" @@ -14999,7 +15198,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -15363,8 +15563,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -15413,6 +15613,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -15932,6 +16138,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -16389,9 +16596,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -16634,7 +16841,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -17302,8 +17511,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/ColorPicker.xml msgid "" @@ -19347,7 +19557,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -20709,7 +20921,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/ja/latest/getting_started/scripting/c_sharp/" "index.html" @@ -22241,6 +22453,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -22258,11 +22477,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -22343,13 +22564,21 @@ msgstr "" "秒単位で与えられた位置 [code]from_position[/code] からの音声を再生します。" #: doc/classes/EditorExportPlugin.xml -#, fuzzy msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" -"[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま" -"す。" #: doc/classes/EditorExportPlugin.xml msgid "" @@ -22792,10 +23021,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -22844,7 +23072,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -23014,8 +23244,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -23024,7 +23254,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -24109,6 +24341,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -24590,10 +24830,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -25073,7 +25315,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -26657,14 +26899,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/ja/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/ja/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -26740,7 +26982,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/ja/latest/getting_started/scripting/gdscript/" "index.html" @@ -28900,6 +29142,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -29128,7 +29376,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -29151,7 +29399,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -31448,7 +31696,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -31469,7 +31721,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -31490,13 +31746,19 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"ボタン内にマウスが入り、まだボタンから離れていない場合に [code]true[/code] を" -"返します。" #: doc/classes/Input.xml msgid "" @@ -31505,14 +31767,20 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"ボタン内にマウスが入り、まだボタンから離れていない場合に [code]true[/code] を" -"返します。" #: doc/classes/Input.xml msgid "" @@ -31829,7 +32097,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -31857,7 +32129,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -32052,6 +32328,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -32068,15 +32441,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -32686,9 +33061,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -33642,6 +34017,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -36882,16 +37280,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html" @@ -36912,10 +37307,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -36931,28 +37323,17 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "指定された名前のアニメーションノードを返します。" - -#: doc/classes/Navigation.xml -#, fuzzy -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." -msgstr "指定された名前のアニメーションノードを返します。" +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." +msgstr "" #: doc/classes/Navigation.xml msgid "" @@ -36968,14 +37349,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html" @@ -36984,36 +37362,420 @@ msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +#, fuzzy +msgid "The XY plane cell size to use for fields." +msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "低レベルのオーディオアクセス用のサーバーインターフェースです。" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "指定されたノードの名前を変えます。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "パラメータのタンジェントを返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "入力の名前をインデックスで取得します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "空間にある [AABB] の 8 ポイントの位置を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "パラメータの反対の値を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "テクスチャの描写オフセット。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy -msgid "Removes the [NavigationPolygon] with the given ID." +msgid "Sets the current velocity of the agent." +msgstr "テクスチャの現在表示されているフレームを設定します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +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 "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "グラフの終端ノードを返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" +"インデックス [code]triangle[/code] の三角形内にある、インデックス " +"[code]point[/code] のポイントの位置を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "配列が空の場合は[code]true[/code]を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "オーディオを停止します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "行列の逆行列を返します。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." msgstr "指定された名前のアニメーションノードを返します。" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "行列の転置されたバージョンを返します。" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "ブレンド軸上のポイントの数を返します。" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" +"指定したパスがフィルタリングされていれば [code]true[/code] を返します。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" +"は [enum Flags] 列挙子を参照してください。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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。" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "アニメーションの再生が終了したときに通知します。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "ブレンド軸上のポイントの数を返します。" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -37114,10 +37876,6 @@ msgid "The Y axis cell size to use for fields." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -37280,26 +38038,119 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "[enum Feature] enum のサイズを表します。" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "すべての点およびセグメントをクリアします。" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "[NavigationMeshGenerator] シングルトン。" +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "アニメーションの再生が開始したときに通知します。" + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "アニメーションの再生が開始したときに通知します。" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -37396,6 +38247,77 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "低レベルのオーディオアクセス用のサーバーインターフェースです。" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "パラメータの平方根の逆数を返します。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "キュー内で次にあるアニメーションの名前を返します。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "ビットマップの寸法を返します。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "オーディオを停止します。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -40742,7 +41664,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -45390,16 +46314,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -45461,12 +46385,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -45553,10 +46471,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "サブノードの名前を変更します。" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -49033,7 +49947,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49076,8 +49990,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -49089,6 +50004,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -49954,12 +50882,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -50097,15 +51025,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -51380,14 +52299,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -52437,7 +53348,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -52620,7 +53531,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -52727,7 +53638,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -54820,7 +55731,7 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -54852,23 +55763,39 @@ msgstr "" "チャリングに使用します。" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." -msgstr "異方性効果の強さです。" +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." +msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" -"[code]true[/code]の場合、異方性が有効になります。鏡面ブロブの形状を変更し、接" -"線空間に整列させます。この機能を動作させるには、メッシュの接線が必要です。" -"メッシュに接線が含まれていない場合、異方性効果は壊れているように見えます。" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." -msgstr "異方性計算のための接線マップをオフセットするテクスチャです。" +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." +msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" @@ -56831,7 +57758,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -57530,6 +58457,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -60810,7 +61747,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -60832,9 +61769,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -61944,17 +62883,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -61974,10 +62913,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -62101,25 +63040,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -64291,9 +65211,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -64348,9 +65268,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -64394,11 +65314,14 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" +"もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/" +"code] を返します。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -64418,13 +65341,17 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." -msgstr "" +#, fuzzy +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." +msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" #: doc/classes/Vector2.xml msgid "" @@ -64432,17 +65359,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -64544,21 +65471,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "与えられたベクトルに対する最小角度を、ラジアンで返します。" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "このベクトルと [code]b[/code] のクロス積を返します。" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -64582,12 +65503,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -64614,20 +65529,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -64639,19 +65544,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -65354,10 +66246,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -65477,6 +66371,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -66001,7 +66907,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/ja/latest/getting_started/scripting/" "visual_script/index.html" @@ -71070,6 +71976,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -71906,6 +72828,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "[enum Feature] enum のサイズを表します。" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ko.po b/doc/translations/ko.po index 81e49393b6..7e7d886ea0 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -68,6 +68,71 @@ msgstr "속성 설명" msgid "Method Descriptions" msgstr "메서드 설명" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "속성 설명" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "내장 GD스크립트 함수들." @@ -574,16 +639,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -633,8 +706,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -643,7 +719,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -651,7 +730,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1505,7 +1585,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3015,31 +3103,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7105,7 +7270,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12012,7 +12180,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12080,11 +12248,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12092,23 +12262,26 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12116,7 +12289,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12204,8 +12377,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12215,17 +12389,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12236,16 +12416,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12257,27 +12443,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12397,7 +12595,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12456,7 +12656,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12814,8 +13015,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12864,6 +13065,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13363,6 +13570,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13789,9 +13997,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14063,7 +14271,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14731,7 +14941,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16749,7 +16959,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18066,7 +18278,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19650,6 +19862,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19667,11 +19886,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19751,8 +19972,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20195,10 +20427,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20247,7 +20478,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20417,8 +20650,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20427,7 +20660,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21502,6 +21737,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21978,10 +22221,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22461,7 +22706,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24032,14 +24277,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24115,7 +24360,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26232,6 +26477,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26460,7 +26711,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26483,7 +26734,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28777,7 +29028,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28798,7 +29053,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28817,8 +29076,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28831,7 +29099,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29149,7 +29426,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29177,7 +29458,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29372,6 +29657,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29388,15 +29770,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30001,9 +30385,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30935,6 +31319,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34159,16 +34566,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34189,10 +34593,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34208,25 +34609,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34243,14 +34635,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34259,35 +34648,402 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34387,10 +35143,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34550,22 +35302,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34664,6 +35506,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "매개변수의 제곱근 역함수 값을 반환합니다." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38124,7 +39035,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42738,16 +43651,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42809,12 +43722,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42895,10 +43802,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46347,7 +47250,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46390,8 +47293,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46403,6 +47307,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47262,12 +48179,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47396,15 +48313,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48667,14 +49575,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49721,7 +50621,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49904,7 +50804,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50011,7 +50911,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52077,7 +52977,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52101,19 +53001,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53811,7 +54730,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54496,6 +55415,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57714,7 +58643,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57736,9 +58665,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58840,17 +59771,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58870,10 +59801,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58997,25 +59928,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61171,9 +62083,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61228,9 +62140,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61271,10 +62183,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61295,12 +62207,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61309,17 +62224,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61420,21 +62335,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61458,12 +62367,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61490,20 +62393,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61515,19 +62408,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62236,10 +63116,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62355,6 +63237,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62873,7 +63767,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67863,6 +68757,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68699,6 +69609,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "매개변수의 사인 값을 반환합니다." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 989803077d..7fd77a6adc 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -63,6 +63,71 @@ msgstr "Iestatījumu apraksti" msgid "Method Descriptions" msgstr "Metožu Apraksts" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Iestatījumu apraksti" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Iebūvētās GDScript funkcijas." @@ -484,16 +549,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -543,8 +616,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -553,7 +629,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -561,7 +640,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1393,7 +1473,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2903,31 +2991,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6991,7 +7156,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11895,7 +12063,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11960,11 +12128,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11972,7 +12142,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11980,15 +12152,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11996,7 +12168,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12084,8 +12256,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12095,17 +12268,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12116,16 +12295,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12137,27 +12322,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12277,7 +12474,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12336,7 +12535,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12694,8 +12894,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12744,6 +12944,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13243,6 +13449,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13669,9 +13876,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13914,7 +14121,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14582,7 +14791,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16600,7 +16809,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17917,7 +18128,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19436,6 +19647,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19453,11 +19671,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19537,8 +19757,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19981,10 +20212,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20033,7 +20263,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20203,8 +20435,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20213,7 +20445,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21288,6 +21522,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21764,10 +22006,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22247,7 +22491,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23817,14 +24061,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23900,7 +24144,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26016,6 +26260,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26244,7 +26494,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26267,7 +26517,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28553,7 +28803,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28574,7 +28828,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28593,8 +28851,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28607,7 +28874,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28925,7 +29201,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28953,7 +29233,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29148,6 +29432,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29164,15 +29545,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29776,9 +30159,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30709,6 +31092,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33925,16 +34331,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33955,10 +34358,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33974,25 +34374,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34009,14 +34400,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34025,35 +34413,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34152,10 +34894,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34314,22 +35052,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34428,6 +35256,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37759,7 +38653,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42353,16 +43249,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42424,12 +43320,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42510,10 +43400,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45961,7 +46847,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46004,8 +46890,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46017,6 +46904,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46876,12 +47776,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47010,15 +47910,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48281,14 +49172,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49335,7 +50218,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49518,7 +50401,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49625,7 +50508,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51691,7 +52574,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51715,19 +52598,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53425,7 +54327,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54110,6 +55012,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57322,7 +58234,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57344,9 +58256,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58448,17 +59362,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58478,10 +59392,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58605,25 +59519,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60777,9 +61672,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60834,9 +61729,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60877,10 +61772,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60901,12 +61796,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60915,17 +61812,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61025,21 +61922,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61063,12 +61954,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61095,20 +61980,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61120,19 +61995,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61826,10 +62688,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61945,6 +62809,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62463,7 +63339,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67436,6 +68312,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68270,6 +69162,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 0069eceb89..da3c6ecbe3 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -59,6 +59,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -468,16 +532,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -527,8 +599,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -537,7 +612,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -545,7 +623,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1377,7 +1456,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2887,31 +2974,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6962,7 +7126,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11837,7 +12004,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11902,11 +12069,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11914,7 +12083,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11922,15 +12093,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11938,7 +12109,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12024,8 +12195,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12035,17 +12207,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12056,16 +12234,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12077,27 +12261,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12217,7 +12413,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12276,7 +12474,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12630,8 +12829,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12680,6 +12879,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13179,6 +13384,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13601,9 +13807,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13843,7 +14049,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14511,7 +14719,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16525,7 +16733,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17839,7 +18049,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19349,6 +19559,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19366,11 +19583,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19450,8 +19669,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19894,10 +20124,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19946,7 +20175,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20113,8 +20344,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20123,7 +20354,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21193,6 +21426,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21666,10 +21907,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22146,7 +22389,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23709,11 +23952,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23786,7 +24029,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25898,6 +26141,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26126,7 +26375,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26149,7 +26398,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28423,7 +28672,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28444,7 +28697,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28463,8 +28720,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28477,7 +28743,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28793,7 +29068,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28821,7 +29100,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29013,6 +29296,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29029,15 +29409,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29635,9 +30017,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30558,6 +30940,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33756,16 +34161,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33785,10 +34187,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33804,25 +34203,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33839,14 +34229,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33854,35 +34241,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33981,10 +34722,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34143,22 +34880,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34257,6 +35084,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37570,7 +38463,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42157,16 +43052,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42228,12 +43123,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42314,10 +43203,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45764,7 +46649,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45807,8 +46692,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45820,6 +46706,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46674,12 +47573,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46808,15 +47707,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48075,14 +48965,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49127,7 +50009,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49310,7 +50192,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49417,7 +50299,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51463,7 +52345,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51487,19 +52369,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53197,7 +54098,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53879,6 +54780,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57085,7 +57996,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57107,9 +58018,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58211,17 +59124,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58241,10 +59154,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58368,25 +59281,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60535,9 +61429,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60592,9 +61486,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60635,10 +61529,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60659,12 +61553,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60673,17 +61569,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60783,21 +61679,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60821,12 +61711,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60853,20 +61737,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60878,19 +61752,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61580,10 +62441,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61699,6 +62562,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62216,7 +63091,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67182,6 +68057,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68010,6 +68901,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 9a4c808fd1..2b78a146f1 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -60,6 +60,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Innebygde GDScript-funksjoner." @@ -478,16 +542,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -537,8 +609,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -547,7 +622,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -555,7 +633,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1387,7 +1466,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2897,31 +2984,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6972,7 +7136,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11847,7 +12014,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11912,11 +12079,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11924,7 +12093,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11932,15 +12103,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11948,7 +12119,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12034,8 +12205,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12045,17 +12217,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12066,16 +12244,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12087,27 +12271,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12227,7 +12423,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12286,7 +12484,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12640,8 +12839,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12690,6 +12889,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13189,6 +13394,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13611,9 +13817,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13853,7 +14059,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14521,7 +14729,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16535,7 +16743,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17849,7 +18059,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19359,6 +19569,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19376,11 +19593,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19460,8 +19679,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19904,10 +20134,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19956,7 +20185,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20123,8 +20354,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20133,7 +20364,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21203,6 +21436,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21676,10 +21917,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22156,7 +22399,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23719,11 +23962,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23796,7 +24039,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25908,6 +26151,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26136,7 +26385,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26159,7 +26408,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28433,7 +28682,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28454,7 +28707,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28473,8 +28730,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28487,7 +28753,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28803,7 +29078,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28831,7 +29110,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29023,6 +29306,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29039,15 +29419,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29645,9 +30027,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30568,6 +30950,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33766,16 +34171,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33795,10 +34197,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33814,25 +34213,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33849,14 +34239,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33864,35 +34251,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33991,10 +34732,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34153,22 +34890,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34267,6 +35094,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37580,7 +38473,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42167,16 +43062,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42238,12 +43133,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42324,10 +43213,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45774,7 +46659,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45817,8 +46702,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45830,6 +46716,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46684,12 +47583,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46818,15 +47717,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48085,14 +48975,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49137,7 +50019,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49320,7 +50202,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49427,7 +50309,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51473,7 +52355,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51497,19 +52379,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53207,7 +54108,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53889,6 +54790,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57095,7 +58006,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57117,9 +58028,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58221,17 +59134,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58251,10 +59164,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58378,25 +59291,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60545,9 +61439,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60602,9 +61496,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60645,10 +61539,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60669,12 +61563,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60683,17 +61579,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60793,21 +61689,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60831,12 +61721,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60863,20 +61747,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60888,19 +61762,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61590,10 +62451,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61709,6 +62572,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62226,7 +63101,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67192,6 +68067,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68020,6 +68911,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ne.po b/doc/translations/ne.po index 6da9c8112b..2c380d647b 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -59,6 +59,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -468,16 +532,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -527,8 +599,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -537,7 +612,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -545,7 +623,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1377,7 +1456,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2887,31 +2974,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6962,7 +7126,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11837,7 +12004,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11902,11 +12069,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11914,7 +12083,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11922,15 +12093,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11938,7 +12109,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12024,8 +12195,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12035,17 +12207,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12056,16 +12234,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12077,27 +12261,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12217,7 +12413,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12276,7 +12474,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12630,8 +12829,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12680,6 +12879,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13179,6 +13384,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13601,9 +13807,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13843,7 +14049,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14511,7 +14719,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16525,7 +16733,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17839,7 +18049,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19349,6 +19559,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19366,11 +19583,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19450,8 +19669,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19894,10 +20124,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19946,7 +20175,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20113,8 +20344,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20123,7 +20354,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21193,6 +21426,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21666,10 +21907,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22146,7 +22389,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23709,11 +23952,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23786,7 +24029,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25898,6 +26141,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26126,7 +26375,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26149,7 +26398,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28423,7 +28672,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28444,7 +28697,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28463,8 +28720,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28477,7 +28743,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28793,7 +29068,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28821,7 +29100,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29013,6 +29296,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29029,15 +29409,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29635,9 +30017,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30558,6 +30940,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33756,16 +34161,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33785,10 +34187,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33804,25 +34203,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33839,14 +34229,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33854,35 +34241,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33981,10 +34722,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34143,22 +34880,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34257,6 +35084,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37570,7 +38463,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42157,16 +43052,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42228,12 +43123,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42314,10 +43203,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45764,7 +46649,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45807,8 +46692,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45820,6 +46706,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46674,12 +47573,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46808,15 +47707,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48075,14 +48965,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49127,7 +50009,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49310,7 +50192,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49417,7 +50299,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51463,7 +52345,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51487,19 +52369,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53197,7 +54098,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53879,6 +54780,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57085,7 +57996,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57107,9 +58018,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58211,17 +59124,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58241,10 +59154,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58368,25 +59281,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60535,9 +61429,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60592,9 +61486,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60635,10 +61529,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60659,12 +61553,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60673,17 +61569,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60783,21 +61679,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60821,12 +61711,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60853,20 +61737,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60878,19 +61752,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61580,10 +62441,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61699,6 +62562,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62216,7 +63091,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67182,6 +68057,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68010,6 +68901,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 5ffd59e602..f3b757ffba 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -62,6 +62,71 @@ msgstr "Eigenschapbeschrijvingen" msgid "Method Descriptions" msgstr "Methodebeschrijvingen" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Eigenschapbeschrijvingen" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Ingebouwde GDScript functies." @@ -510,16 +575,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -569,8 +642,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -579,7 +655,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -587,7 +666,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1426,7 +1506,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2937,31 +3025,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7025,7 +7190,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11929,7 +12097,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11994,11 +12162,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12006,7 +12176,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -12014,15 +12186,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12030,7 +12202,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12118,8 +12290,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12129,17 +12302,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12150,16 +12329,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12171,27 +12356,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12311,7 +12508,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12370,7 +12569,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12728,8 +12928,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12778,6 +12978,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13277,6 +13483,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13703,9 +13910,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13948,7 +14155,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14616,7 +14825,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16634,7 +16843,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17951,7 +18162,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19470,6 +19681,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19487,11 +19705,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19571,8 +19791,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20015,10 +20246,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20067,7 +20297,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20237,8 +20469,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20247,7 +20479,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21322,6 +21556,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21798,10 +22040,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22281,7 +22525,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23851,14 +24095,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23934,7 +24178,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26050,6 +26294,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26278,7 +26528,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26301,7 +26551,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28587,7 +28837,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28608,7 +28862,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28627,8 +28885,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28641,7 +28908,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28959,7 +29235,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28987,7 +29267,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29182,6 +29466,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29198,15 +29579,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29810,9 +30193,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30743,6 +31126,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33959,16 +34365,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33989,10 +34392,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34008,25 +34408,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34043,14 +34434,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34059,35 +34447,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34186,10 +34928,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34348,22 +35086,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34462,6 +35290,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37793,7 +38687,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42387,16 +43283,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42458,12 +43354,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42544,10 +43434,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45995,7 +46881,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46038,8 +46924,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46051,6 +46938,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46910,12 +47810,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47044,15 +47944,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48316,14 +49207,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49370,7 +50253,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49553,7 +50436,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49660,7 +50543,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51726,7 +52609,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51750,19 +52633,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53460,7 +54362,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54145,6 +55047,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57357,7 +58269,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57379,9 +58291,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58483,17 +59397,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58513,10 +59427,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58640,25 +59554,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60812,9 +61707,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60869,9 +61764,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60912,10 +61807,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60936,12 +61831,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60950,17 +61847,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61060,21 +61957,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61098,12 +61989,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61130,20 +62015,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61155,19 +62030,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61861,10 +62723,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61980,6 +62844,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62498,7 +63374,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67471,6 +68347,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68305,6 +69197,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 4280c4d1bb..460b6640f5 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -74,6 +74,71 @@ msgstr "Opisy właściwości" msgid "Method Descriptions" msgstr "Opisy metod" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Opisy właściwości" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Wbudowane funkcje GDScript." @@ -734,27 +799,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Zwraca znormalizowaną wartość biorąc pod uwagę podany zakres. Jest to " -"odwrotność [method lerp].\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` ma teraz 27.5.\n" -"# Teraz, przyjmijmy że zapomnieliśmy oryginalnego mnożnika i chcemy go " -"przywrócić.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` ma teraz 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -827,8 +890,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -837,7 +903,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpoluje liniowo pomiędzy dwoma wartościami poprzez znormalizowaną " "wartość. Jest to odwrotność [method inverse_lerp].\n" @@ -852,11 +921,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1835,10 +1906,20 @@ msgstr "Singleton [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "Singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Singleton [OS]." @@ -3361,31 +3442,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "MIDI stop message. Stop the current sequence." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7457,7 +7615,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12367,7 +12528,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12438,11 +12599,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12450,23 +12613,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12474,7 +12641,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12562,8 +12729,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12573,17 +12741,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12594,16 +12768,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12615,27 +12795,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12755,7 +12947,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12814,7 +13008,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13172,8 +13367,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13222,6 +13417,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13721,6 +13922,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14148,9 +14350,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14393,7 +14595,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15061,8 +15265,11 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." #: doc/classes/ColorPicker.xml msgid "" @@ -17079,7 +17286,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18396,7 +18605,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19922,6 +20131,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19939,11 +20155,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20023,8 +20241,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20467,10 +20696,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20519,7 +20747,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20689,8 +20919,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20699,7 +20929,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21777,6 +22009,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22253,10 +22493,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22736,7 +22978,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24307,14 +24549,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24390,7 +24632,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26519,6 +26761,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26747,7 +26995,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26770,7 +27018,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29059,7 +29307,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29080,7 +29332,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29099,8 +29355,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29113,7 +29378,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29431,7 +29705,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29459,7 +29737,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29654,6 +29936,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29670,15 +30049,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30286,9 +30667,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31225,6 +31606,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Węzeł Kinematic body 2D." @@ -34451,16 +34855,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34481,10 +34882,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34500,25 +34898,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34535,14 +34924,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34551,35 +34937,414 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Zwraca tangens parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Zwraca sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Zwraca sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Zwraca sinus parametru." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Singleton [NavigationMeshGenerator]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34679,10 +35444,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34845,25 +35606,115 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "Singleton [NavigationMeshGenerator]." +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -34960,6 +35811,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Zwraca odwrotność pierwiastka kwadratowego z parametru." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Zwraca sinus parametru." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38297,7 +39217,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42928,16 +43850,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42999,12 +43921,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43085,10 +44001,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46537,7 +47449,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46580,8 +47492,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46593,6 +47506,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47457,12 +48383,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47594,15 +48520,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48865,14 +49782,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49919,7 +50828,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50102,7 +51011,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50209,7 +51118,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52279,7 +53188,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52303,19 +53212,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54016,7 +54944,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54701,6 +55629,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57929,7 +58867,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57951,9 +58889,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59055,17 +59995,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59085,10 +60025,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59212,25 +60152,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61386,9 +62307,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61443,9 +62364,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61486,10 +62407,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61510,12 +62431,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61524,17 +62448,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61636,21 +62560,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Zwraca minimalny kąt w radianach tego wektora." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61674,12 +62592,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61706,20 +62618,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61731,19 +62633,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62443,10 +63332,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62565,6 +63456,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63083,7 +63986,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -68085,6 +68988,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68921,6 +69840,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Zwraca sinus parametru." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/pt.po b/doc/translations/pt.po index 6a08a2ce63..b11d10ee96 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -61,6 +61,71 @@ msgstr "Descrições de propriedades" msgid "Method Descriptions" msgstr "Descrições de Métodos" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descrições de propriedades" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funções GDScript Integradas." @@ -725,26 +790,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Retorna um valor normalizado considerando o intervalo dado. Este é o oposto " -"do [method lerp].\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` é 27.5.\n" -"# Agora, fingimos ter esquecido a proporção original e a queremos de volta.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` é 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -815,9 +879,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -826,7 +894,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpola linearmente entre dois valores através de um valor normalizado. " "Este método é o oposto do método [method inverse_lerp].\n" @@ -841,11 +912,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2111,8 +2184,19 @@ msgid "The [Marshalls] singleton." msgstr "O singleton [Marshalls]." #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." -msgstr "" +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "O singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." +msgstr "O singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "O singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." @@ -3655,32 +3739,109 @@ msgstr "" "Windows MR)." #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "Mensagem de nota MIDI DESLIGADA." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "Mensagem de nota MIDI LIGADA." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "Mensagem de nota MIDI pós-toque." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "Mensagem de mudança de controle MIDI." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "Mensagem de mudança de programa MIDI." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "Mensagem de pressão de canal MIDI." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "Mensagem de mudança de tom MIDI." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -7742,7 +7903,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12622,7 +12786,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12687,11 +12851,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12699,23 +12865,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "Remove uma [CameraFeed]." +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12723,7 +12893,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12809,8 +12979,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12820,17 +12991,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "Desenha um círculo colorido." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12841,16 +13018,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12862,27 +13045,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13002,7 +13197,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13061,7 +13258,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13437,8 +13635,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13487,6 +13685,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13986,6 +14190,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Retorna o [RID] do objeto." @@ -14408,9 +14613,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14658,7 +14863,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15326,8 +15533,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele." #: doc/classes/ColorPicker.xml msgid "" @@ -17342,7 +17550,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18660,7 +18870,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -20170,6 +20380,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -20187,11 +20404,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20271,8 +20490,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20715,10 +20945,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20767,7 +20996,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20934,8 +21165,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20944,7 +21175,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -22016,6 +22249,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22489,10 +22730,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22969,7 +23212,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24532,11 +24775,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -24609,7 +24852,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -26721,6 +26964,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26949,7 +27198,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26972,7 +27221,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29246,7 +29495,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29267,7 +29520,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29286,8 +29543,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29300,7 +29566,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29616,7 +29891,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29644,7 +29923,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29836,6 +30119,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29852,15 +30232,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30462,9 +30844,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31385,6 +31767,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34583,16 +34988,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -34612,10 +35014,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34631,25 +35030,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34666,14 +35056,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -34681,35 +35068,406 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "Retorna a escala." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Retorna a tangente do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Define a cor da borda." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Retorna a altura da textura." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Retorna a raiz quadrada do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "Retorna o [RID] do objeto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Retorna o tamanho da textura." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Retorna a câmara 3D ativa." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Define a cor da borda." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "Notifica quando uma animação termina de reproduzir." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34808,10 +35566,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34970,22 +35724,115 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "Limpa a seleção." + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "Notifica quando uma animação começa a reproduzir." + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "Notifica quando uma animação começa a reproduzir." + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -35084,6 +35931,74 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Retorna a largura da imagem." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Para o áudio." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38397,7 +39312,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42986,16 +43903,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -43057,12 +43974,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43143,10 +44054,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46593,7 +47500,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46636,8 +47543,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46649,6 +47557,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47503,12 +48424,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47637,15 +48558,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48904,14 +49816,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49956,7 +50860,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50139,7 +51043,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50246,7 +51150,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52295,7 +53199,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52319,19 +53223,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54047,7 +54970,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54729,6 +55652,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57938,7 +58871,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57960,9 +58893,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59064,17 +59999,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59094,10 +60029,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59221,25 +60156,6 @@ msgstr "Retorna a escala." #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61390,9 +62306,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61447,9 +62363,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61492,10 +62408,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61516,12 +62432,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61530,17 +62449,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61640,21 +62559,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61678,12 +62591,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61710,20 +62617,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61735,19 +62632,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62437,10 +63321,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62556,6 +63442,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63073,7 +63971,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -68039,6 +68937,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68869,6 +69783,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index ba8fdf2e9a..aa55ec1a2f 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -89,6 +89,71 @@ msgstr "Descrições da Propriedade" msgid "Method Descriptions" msgstr "Descrições do Método" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descrições da Propriedade" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funções GDScript embutidas." @@ -771,26 +836,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Retorna um valor normalizado considerando o intervalo dado. Este é o oposto " -"do [method lerp].\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` é 27.5.\n" -"# Agora, fingimos ter esquecido a proporção original e a queremos de volta.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` é 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -861,9 +925,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -872,7 +940,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Interpola linearmente entre dois valores através de um valor normalizado. " "Este método é o oposto do método [method inverse_lerp].\n" @@ -887,11 +958,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2253,10 +2326,20 @@ msgstr "O singleton [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "O singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "O singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "O singleton [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "O singleton [OS]." @@ -3822,32 +3905,109 @@ msgstr "" "Windows MR)." #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "Mensagem de nota MIDI DESLIGADA." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "Mensagem de nota MIDI LIGADA." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "Mensagem de nota MIDI pós-toque." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "Mensagem de mudança de controle MIDI." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "Mensagem de mudança de programa MIDI." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "Mensagem de pressão de canal MIDI." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "Mensagem de mudança de tom MIDI." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -7992,7 +8152,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12895,7 +13058,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12964,11 +13127,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12977,23 +13142,26 @@ msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "Retorna a lista de métodos neste [Script]." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "Remove uma [CameraFeed]." +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -13001,7 +13169,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -13089,8 +13257,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13100,17 +13269,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "Desenha um círculo colorido." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13121,16 +13296,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -13142,27 +13323,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13282,7 +13475,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13341,7 +13536,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13720,8 +13916,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13770,6 +13966,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -14269,6 +14471,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Retorna o [RID] do objeto." @@ -14696,9 +14899,9 @@ msgstr "" #, fuzzy msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14978,7 +15181,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15646,8 +15851,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/ColorPicker.xml msgid "" @@ -17666,7 +17872,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18987,7 +19195,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -20511,6 +20719,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -20528,11 +20743,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20612,8 +20829,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -21056,10 +21284,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -21108,7 +21335,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -21278,8 +21507,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -21288,7 +21517,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -22366,6 +22597,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22843,10 +23082,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -23326,7 +23567,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24898,14 +25139,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24981,7 +25222,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -27122,6 +27363,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -27350,7 +27597,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -27373,7 +27620,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29663,7 +29910,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29684,7 +29935,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29703,11 +29958,19 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." -msgstr "Retorna [code]true[/code] se o script pode ser instanciado." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -29716,12 +29979,20 @@ msgid "" msgstr "" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." -msgstr "Retorna [code]true[/code] se o script pode ser instanciado." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" #: doc/classes/Input.xml msgid "" @@ -30038,7 +30309,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30066,7 +30341,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30261,6 +30540,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -30277,15 +30653,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30897,9 +31275,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31829,6 +32207,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -35060,16 +35461,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -35089,10 +35487,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -35108,25 +35503,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -35143,14 +35529,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -35158,35 +35541,411 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "Retorna a escala." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Retorna a tangente do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Retorna a altura da textura." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "Retorna o [RID] do objeto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Retorna o tamanho da textura." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Retorna a câmera 3D ativa." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Define a cor da borda." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "O singleton [NavigationMeshGenerator]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Retorna o arco-seno do parâmetro." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "Notifica quando uma animação termina de reproduzir." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Retorna o arco-seno do parâmetro." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35286,10 +36045,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -35452,25 +36207,118 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "Limpa a seleção." + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "O singleton [NavigationMeshGenerator]." +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "Notifica quando uma animação começa a reproduzir." + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "Notifica quando uma animação começa a reproduzir." + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -35567,6 +36415,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Retorna o inverso da raiz quadrada do parâmetro." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Retorna a largura da imagem." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Para o áudio." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38901,7 +39818,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -43536,16 +44455,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -43607,12 +44526,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43693,10 +44606,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -47146,7 +48055,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47189,8 +48098,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47202,6 +48112,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -48064,12 +48987,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -48201,15 +49124,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -49471,14 +50385,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -50523,7 +51429,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50706,7 +51612,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50813,7 +51719,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52888,7 +53794,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52912,19 +53818,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54643,7 +55568,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -55328,6 +56253,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -58568,7 +59503,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -58590,9 +59525,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59694,17 +60631,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59724,10 +60661,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59851,25 +60788,6 @@ msgstr "Retorna a escala." #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -62028,9 +62946,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -62085,9 +63003,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -62130,10 +63048,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62154,12 +63072,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -62168,17 +63089,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62280,21 +63201,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Retorna o ângulo mínimo ao vetor dado, em radianos." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -62318,12 +63233,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -62350,20 +63259,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -62375,19 +63274,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -63082,10 +63968,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -63204,6 +64092,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63723,7 +64623,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -68727,6 +69627,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -69561,6 +70477,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Retorna o seno do parâmetro." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ro.po b/doc/translations/ro.po index 155891f2e6..11b2ac9b13 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -64,6 +64,71 @@ msgstr "Descrieri Proprietate" msgid "Method Descriptions" msgstr "Descrierile Metodei" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Descrieri Proprietate" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funcțiile incorporate GDScript." @@ -483,16 +548,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -542,8 +615,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -552,7 +628,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -560,7 +639,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1392,8 +1472,19 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." -msgstr "" +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Singletonul [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." @@ -2903,31 +2994,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6991,7 +7159,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11895,7 +12066,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11960,11 +12131,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11972,7 +12145,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11980,15 +12155,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11996,7 +12171,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12084,8 +12259,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12095,17 +12271,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12116,16 +12298,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12137,27 +12325,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12277,7 +12477,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12336,7 +12538,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12694,8 +12897,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12744,6 +12947,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13243,6 +13452,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13669,9 +13879,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13914,7 +14124,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14582,7 +14794,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16600,7 +16812,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17917,7 +18131,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19436,6 +19650,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19453,11 +19674,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19537,8 +19760,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19981,10 +20215,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20033,7 +20266,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20203,8 +20438,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20213,7 +20448,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21288,6 +21525,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21764,10 +22009,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22247,7 +22494,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23817,14 +24064,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23900,7 +24147,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26016,6 +26263,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26244,7 +26497,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26267,7 +26520,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28553,7 +28806,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28574,7 +28831,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28593,8 +28854,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28607,7 +28877,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28925,7 +29204,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28953,7 +29236,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29148,6 +29435,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29164,15 +29548,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29776,9 +30162,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30709,6 +31095,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33925,16 +34334,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33955,10 +34361,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33974,25 +34377,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34009,14 +34403,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34025,35 +34416,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34152,10 +34897,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34314,22 +35055,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34428,6 +35259,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37759,7 +38656,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42353,16 +43252,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42424,12 +43323,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42510,10 +43403,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45961,7 +46850,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46004,8 +46893,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46017,6 +46907,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46876,12 +47779,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47010,15 +47913,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48281,14 +49175,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49335,7 +50221,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49518,7 +50404,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49625,7 +50511,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51691,7 +52577,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51715,19 +52601,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53425,7 +54330,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54110,6 +55015,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57322,7 +58237,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57344,9 +58259,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58448,17 +59365,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58478,10 +59395,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58605,25 +59522,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60777,9 +61675,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60834,9 +61732,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60877,10 +61775,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60901,12 +61799,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60915,17 +61815,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61025,21 +61925,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61063,12 +61957,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61095,20 +61983,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61120,19 +61998,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61826,10 +62691,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61945,6 +62812,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62463,7 +63342,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67436,6 +68315,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68270,6 +69165,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/ru.po b/doc/translations/ru.po index dca829c22d..8c22c1edf5 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -90,6 +90,71 @@ msgstr "Описания свойств" msgid "Method Descriptions" msgstr "Описания методов" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Описания свойств" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Встроенные функции GDScript." @@ -793,27 +858,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Возвращает нормализованное значение с учетом заданного диапазона. Это " -"противоположно [method lerp].\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` сейчас равно 27.5.\n" -"# Представим, что мы забыли исходное соотношение и хотим получить его " -"обратно.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio`сейчас равно 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -887,8 +950,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -897,7 +963,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Линейная интерполяция между двумя значениями по нормализованному значению. " "Это противоположно [method inverse_lerp].\n" @@ -913,11 +982,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2318,10 +2389,20 @@ msgstr "Синглтон [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "Синглтон [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Синглтон [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Синглтон [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Синглтон [OS]." @@ -3926,32 +4007,109 @@ msgstr "" "MR)." #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "Сообщение об отключении ноты MIDI." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "Сообщение о включении ноты MIDI." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "Сообщение MIDI aftertouch." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "Сообщение об изменении управления MIDI." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "Сообщение о смене программы MIDI." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "Сообщение о давлении на канал MIDI." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "Сообщение MIDI об изменении высоты тона." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -8561,7 +8719,10 @@ msgstr "" "генератора было использовано каждый раз если вы хотите не-повторяющихся " "сдвигов." -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "Возвращает число элементов в массиве." @@ -13522,7 +13683,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -13592,11 +13753,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -13605,23 +13768,26 @@ msgstr "" #: doc/classes/CameraServer.xml #, fuzzy -msgid "Returns the [CameraFeed] with this id." -msgstr "Возвращает вектор привязанный к сетке с заданным размером." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Возвращает вектор спроецированный на вектор [code]b[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Возвращает скалярное произведение с [code]b[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -13629,7 +13795,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -13717,8 +13883,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13728,17 +13895,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13749,16 +13922,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -13770,27 +13949,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13910,8 +14101,13 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +#, fuzzy +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" +"Очищает массив. Это эквивалентно использованию [method resize] с размером " +"[code]0[/code]." #: doc/classes/CanvasItem.xml msgid "" @@ -13969,7 +14165,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -14327,8 +14524,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -14377,6 +14574,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -14882,6 +15085,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -15310,9 +15514,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -15555,7 +15759,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -16223,8 +16429,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/ColorPicker.xml msgid "" @@ -18340,7 +18547,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -19658,7 +19867,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -21187,6 +21396,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -21204,11 +21420,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -21287,12 +21505,21 @@ msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" #: doc/classes/EditorExportPlugin.xml -#, fuzzy msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" -"Создаёт новый [Vector2] используя заданные [code]x[/code] и [code]y[/code]." #: doc/classes/EditorExportPlugin.xml msgid "" @@ -21734,10 +21961,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -21786,7 +22012,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -21956,8 +22184,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -21966,7 +22194,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -23048,6 +23278,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -23531,10 +23769,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -24014,7 +24254,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -25588,14 +25828,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -25673,7 +25913,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -27802,6 +28042,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -28030,7 +28276,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -28053,7 +28299,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -30346,7 +30592,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30367,7 +30617,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30386,8 +30640,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30400,7 +30663,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -30718,7 +30990,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30746,7 +31022,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -30941,6 +31221,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -30957,15 +31334,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -31571,9 +31950,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -32528,6 +32907,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -35759,16 +36161,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -35789,10 +36188,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -35808,29 +36204,19 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml -#, fuzzy -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." -msgstr "Возвращает вектор привязанный к сетке с заданным размером." - -#: doc/classes/Navigation.xml msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." @@ -35844,14 +36230,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -35860,37 +36243,413 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "Интерфейс к низкоуровневым функциям шифрования AES." + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Возвращает [code]true[/code] если массив пустой." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Возвращает тангенс параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Возвращает синус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." -msgstr "Возвращает вектор привязанный к сетке с заданным размером." +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Получает положение 8 конечных точек [AABB] в пространстве." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Возвращает значение, противоположное параметру." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Смещение текстуры." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Устанавливает текущий видимый кадр текстуры." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Возвращает значение задержки данного кадра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" +"Удаляет и возвращает первый элемент массива. Возвращает [code]null[/code] " +"если массив пустой." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Возвращает [code]true[/code] если массив пустой." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Возвращает значение задержки данного кадра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Возвращает синус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Останавливает текущую анимацию (не сбрасывает счётчик кадров)." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Возвращает расстояние до [code]b[/code]." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Возвращает арксинус параметра." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "Возвращает внешнее произведение с [code]b[/code]." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Возвращает [code]true[/code] если массив пустой." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "Возвращает [code]true[/code] если вектор нормализован." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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." + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Возвращает арксинус параметра." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." @@ -35989,10 +36748,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -36155,26 +36910,115 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Представляет размер перечисления [enum Variant.Type]." +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "Если [code]true[/code], текстура будет центрирована." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "Синглтон [NavigationMeshGenerator]." +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -36271,6 +37115,76 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "Интерфейс к низкоуровневым функциям шифрования AES." + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Возвращает обратный квадратный корень из аргумента." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Возвращает значение задержки данного кадра." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Возвращает синус параметра." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -39619,7 +40533,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -44257,16 +45173,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -44328,12 +45244,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -44419,10 +45329,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -47894,7 +48800,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47937,8 +48843,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47950,6 +48857,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -48856,12 +49776,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -48992,15 +49912,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -50271,14 +51182,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -51325,7 +52228,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -51508,7 +52411,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -51615,7 +52518,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -53689,7 +54592,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -53713,19 +54616,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55431,7 +56353,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -56131,6 +57053,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -59388,7 +60320,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -59410,9 +60342,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -60519,17 +61453,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -60549,10 +61483,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -60676,25 +61610,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -62876,12 +63791,12 @@ msgid "" msgstr "" "Возвращает вектор \"отскока\" от плоскости определённой заданной нормалью." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." -msgstr "Возвращает вектор в котором все компоненты округлены вниз." +msgstr "Возвращает новый вектор у которого все компоненты округлены вниз." #: doc/classes/Vector2.xml #, fuzzy @@ -62951,12 +63866,12 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." -msgstr "Возвращает вектор в котором все компоненты округлены вниз." +msgstr "Возвращает новый вектор у которого все компоненты округлены вниз." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -63011,10 +63926,11 @@ msgstr "" "code] на значение [code]t[/code]. [code]t[/code] лежит в диапазоне от 0.0 до " "1.0 и представляет величину сглаживания." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" "Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/" "code]." @@ -63045,12 +63961,16 @@ msgstr "" "Возвращает вектор построенный через [method @GDScript.fposmod] на исходных " "компонентах вектора и компонентах [code]modv[/code]." -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Возвращает вектор спроецированный на вектор [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +#, fuzzy +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" "Возвращает вектор отраженный от плоскости определенной заданной нормалью." @@ -63062,20 +63982,21 @@ msgstr "" "Возвращает вектор вращения на [code]phi[/code] радиан. См. также [method " "@GDScript.deg2rad]." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" "Возвращает вектор в котором все компоненты округлены до ближайшего " "целочисленного значения." -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" "Возвращает вектор в котором все компоненты установлены в 1 или -1, в " "зависимости от знаков перед компонентами исходного вектора." @@ -63205,28 +64126,21 @@ msgstr "Возвращает минимальный угол указанног #: doc/classes/Vector3.xml #, fuzzy -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "Возвращает новый вектор у которого все компоненты округлены вниз." - -#: doc/classes/Vector3.xml -#, fuzzy msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." #: doc/classes/Vector3.xml #, fuzzy msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"Выполняет кубическое сглаживание между векторами [code]pre_a[/code], " -"[code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] это " -"текущий вектор),на заданное значение [code]t[/code]. [code]t[/code] лежит в " -"диапазоне от 0.0 до 1.0 и представляет величину сглаживания." +"Кубически интерполирует между этим вектором и [code]b[/code], используя " +"[code]pre_a[/code] и [code]post_b[/code] в качестве дескрипторов, и " +"возвращает результат в позиции [code]t[/code]. [code]t[/code] находится в " +"диапазоне от 0.0 до 1.0, представляя величину интерполяции." #: doc/classes/Vector3.xml #, fuzzy @@ -63249,13 +64163,6 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "Возвращает новый вектор у которого все компоненты округлены вниз." - -#: doc/classes/Vector3.xml msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." @@ -63295,25 +64202,11 @@ msgstr "" "[code]AXIS_*[/code]." #: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" -"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/" -"code]." - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "Возвращает внешнее произведение с [code]b[/code]." #: doc/classes/Vector3.xml #, fuzzy -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "Возвращает вектор спроецированный на вектор [code]b[/code]." - -#: doc/classes/Vector3.xml -#, fuzzy msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" "Возвращает вектор отраженный от плоскости определенной заданной нормалью." @@ -63328,25 +64221,6 @@ msgstr "" "быть нормализованным вектором." #: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" -"Возвращает вектор в котором все компоненты округлены до ближайшего " -"целочисленного значения." - -#: doc/classes/Vector3.xml -#, fuzzy -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" -"Возвращает вектор в котором все компоненты установлены в 1 или -1, в " -"зависимости от знаков перед компонентами исходного вектора." - -#: doc/classes/Vector3.xml msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " @@ -64050,10 +64924,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -64170,6 +65046,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -64692,7 +65580,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -69708,6 +70596,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -70544,6 +71448,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 52858952b6..9d36ee690b 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -62,6 +62,70 @@ msgstr "" msgid "Method Descriptions" msgstr "" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "" @@ -471,16 +535,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -530,8 +602,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -540,7 +615,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -548,7 +626,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1380,7 +1459,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2890,31 +2977,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6978,7 +7142,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11882,7 +12049,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11947,11 +12114,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11959,7 +12128,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11967,15 +12138,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11983,7 +12154,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12071,8 +12242,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12082,17 +12254,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12103,16 +12281,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12124,27 +12308,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12264,7 +12460,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12323,7 +12521,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12681,8 +12880,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12731,6 +12930,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13230,6 +13435,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13656,9 +13862,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13901,7 +14107,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14569,7 +14777,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16587,7 +16795,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17904,7 +18114,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19423,6 +19633,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19440,11 +19657,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19524,8 +19743,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19968,10 +20198,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20020,7 +20249,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20190,8 +20421,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20200,7 +20431,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21275,6 +21508,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21751,10 +21992,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22234,7 +22477,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23804,14 +24047,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23887,7 +24130,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26003,6 +26246,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26231,7 +26480,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26254,7 +26503,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28540,7 +28789,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28561,7 +28814,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28580,8 +28837,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28594,7 +28860,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28912,7 +29187,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28940,7 +29219,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29135,6 +29418,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29151,15 +29531,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29763,9 +30145,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30696,6 +31078,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33912,16 +34317,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33942,10 +34344,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33961,25 +34360,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33996,14 +34386,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34012,35 +34399,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34139,10 +34880,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34301,22 +35038,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34415,6 +35242,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37746,7 +38639,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42340,16 +43235,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42411,12 +43306,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42497,10 +43386,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45948,7 +46833,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45991,8 +46876,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46004,6 +46890,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46863,12 +47762,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46997,15 +47896,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48268,14 +49158,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49322,7 +50204,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49505,7 +50387,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49612,7 +50494,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51678,7 +52560,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51702,19 +52584,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53412,7 +54313,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54097,6 +54998,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57309,7 +58220,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57331,9 +58242,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58435,17 +59348,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58465,10 +59378,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58592,25 +59505,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60764,9 +61658,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60821,9 +61715,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60864,10 +61758,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60888,12 +61782,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60902,17 +61798,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61012,21 +61908,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61050,12 +61940,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61082,20 +61966,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61107,19 +61981,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61813,10 +62674,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61932,6 +62795,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62450,7 +63325,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67423,6 +68298,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68257,6 +69148,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 5cfcf58e7c..7330ba9f1f 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -67,6 +67,71 @@ msgstr "Описи Особина" msgid "Method Descriptions" msgstr "Описи Метода" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Описи Особина" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "Built-in GDScript functions." @@ -481,16 +546,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -540,8 +613,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -550,7 +626,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -558,7 +637,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1390,7 +1470,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2900,31 +2988,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6988,7 +7153,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11892,7 +12060,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11957,11 +12125,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11969,7 +12139,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11977,15 +12149,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11993,7 +12165,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12081,8 +12253,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12092,17 +12265,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12113,16 +12292,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12134,27 +12319,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12274,7 +12471,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12333,7 +12532,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12691,8 +12891,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12741,6 +12941,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13240,6 +13446,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13666,9 +13873,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13911,7 +14118,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14579,7 +14788,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16597,7 +16806,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17914,7 +18125,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19433,6 +19644,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19450,11 +19668,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19534,8 +19754,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19978,10 +20209,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20030,7 +20260,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20200,8 +20432,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20210,7 +20442,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21285,6 +21519,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21761,10 +22003,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22244,7 +22488,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23814,14 +24058,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23897,7 +24141,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26013,6 +26257,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26241,7 +26491,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26264,7 +26514,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28550,7 +28800,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28571,7 +28825,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28590,8 +28848,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28604,7 +28871,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28922,7 +29198,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28950,7 +29230,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29145,6 +29429,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29161,15 +29542,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29773,9 +30156,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30706,6 +31089,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33922,16 +34328,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33952,10 +34355,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33971,25 +34371,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34006,14 +34397,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34022,35 +34410,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34149,10 +34891,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34311,22 +35049,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34425,6 +35253,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37756,7 +38650,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42350,16 +43246,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42421,12 +43317,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42507,10 +43397,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45958,7 +46844,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46001,8 +46887,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46014,6 +46901,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46873,12 +47773,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47007,15 +47907,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48278,14 +49169,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49332,7 +50215,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49515,7 +50398,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49622,7 +50505,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51688,7 +52571,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51712,19 +52595,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53422,7 +54324,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54107,6 +55009,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57319,7 +58231,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57341,9 +58253,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58445,17 +59359,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58475,10 +59389,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58602,25 +59516,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60774,9 +61669,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60831,9 +61726,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60874,10 +61769,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60898,12 +61793,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60912,17 +61809,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61022,21 +61919,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61060,12 +61951,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61092,20 +61977,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61117,19 +61992,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61823,10 +62685,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61942,6 +62806,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62460,7 +63336,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67433,6 +68309,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68267,6 +69159,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 9129ab049f..bb965079c5 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -61,6 +61,71 @@ msgstr "" msgid "Method Descriptions" msgstr "Metodbeskrivning" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Tema Egenskaper" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Inbyggda GDScriptfunktioner." @@ -470,16 +535,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -529,8 +602,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -539,7 +615,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -547,7 +626,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1379,7 +1459,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2889,31 +2977,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6964,7 +7129,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11839,7 +12007,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11904,11 +12072,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11916,7 +12086,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11924,15 +12096,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11940,7 +12112,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12026,8 +12198,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12037,17 +12210,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12058,16 +12237,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12079,27 +12264,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12219,7 +12416,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12278,7 +12477,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12632,8 +12832,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12682,6 +12882,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13181,6 +13387,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13603,9 +13810,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13845,7 +14052,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14513,7 +14722,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16527,7 +16736,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17841,7 +18052,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19351,6 +19562,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19368,11 +19586,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19452,8 +19672,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19896,10 +20127,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -19948,7 +20178,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20115,8 +20347,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20125,7 +20357,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21195,6 +21429,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21668,10 +21910,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22148,7 +22392,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23711,11 +23955,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23788,7 +24032,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25900,6 +26144,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26128,7 +26378,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26151,7 +26401,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28425,7 +28675,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28446,7 +28700,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28465,8 +28723,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28479,7 +28746,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28795,7 +29071,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28823,7 +29103,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29015,6 +29299,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29031,15 +29412,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29637,9 +30020,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30560,6 +30943,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33758,16 +34164,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33787,10 +34190,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33806,25 +34206,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33841,14 +34232,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33856,35 +34244,389 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -33983,10 +34725,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34145,22 +34883,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34259,6 +35087,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37572,7 +38466,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42159,16 +43055,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42230,12 +43126,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42316,10 +43206,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45766,7 +46652,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45809,8 +46695,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45822,6 +46709,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46676,12 +47576,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46810,15 +47710,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48077,14 +48968,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49129,7 +50012,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49312,7 +50195,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49419,7 +50302,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51465,7 +52348,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51489,19 +52372,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53199,7 +54101,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53881,6 +54783,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57087,7 +57999,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57109,9 +58021,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58213,17 +59127,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58243,10 +59157,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58370,25 +59284,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60537,9 +61432,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60594,9 +61489,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60637,10 +61532,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60661,12 +61556,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60675,17 +61572,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60785,21 +61682,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60823,12 +61714,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60855,20 +61740,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60880,19 +61755,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61582,10 +62444,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61701,6 +62565,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62218,7 +63094,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67184,6 +68060,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68012,6 +68904,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/th.po b/doc/translations/th.po index 1d0427edcb..ca9954ed1c 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -64,6 +64,71 @@ msgstr "รายละเอียดของคุณสมบัติ" msgid "Method Descriptions" msgstr "รายละเอียดเมท็อด" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "รายละเอียดของคุณสมบัติ" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Built-in function ใน GDScript" @@ -547,16 +612,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -606,8 +679,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -616,7 +692,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -624,7 +703,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1469,7 +1549,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2982,31 +3070,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7078,7 +7243,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11983,7 +12151,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12050,11 +12218,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12062,7 +12232,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -12070,15 +12242,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12086,7 +12258,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12174,8 +12346,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12185,17 +12358,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12206,16 +12385,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12227,27 +12412,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12367,7 +12564,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12426,7 +12625,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12784,8 +12984,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12834,6 +13034,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13333,6 +13539,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13759,9 +13966,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14004,7 +14211,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14672,7 +14881,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16690,7 +16899,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18007,7 +18218,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19526,6 +19737,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19543,11 +19761,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19627,8 +19847,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20071,10 +20302,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20123,7 +20353,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20293,8 +20525,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20303,7 +20535,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21378,6 +21612,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21854,10 +22096,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22337,7 +22581,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23907,14 +24151,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23990,7 +24234,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26106,6 +26350,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26334,7 +26584,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26357,7 +26607,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28649,7 +28899,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28671,7 +28925,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "ส่งคืนค่า [code]true[/code] หากคุณกำลังใช้การกด action event โปรดทราบไว้ว่าหาก " "action มีการกำหนดปุ่มไว้หลายปุ่มและมีการกดมากกว่าหนึ่งปุ่ม การปล่อยปุ่มครั้งเดียวจะเป็นการยกเลิก " @@ -28693,8 +28951,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28707,7 +28974,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29025,7 +29301,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29053,7 +29333,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29248,6 +29532,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29264,15 +29645,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29876,9 +30259,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30814,6 +31197,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Node กลศาสตร์การเคลื่อนไหวร่างกายแบบ 2D" @@ -34036,16 +34442,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34066,10 +34469,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34085,25 +34485,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34120,14 +34511,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34136,35 +34524,396 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34263,10 +35012,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34425,22 +35170,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34539,6 +35374,74 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37901,7 +38804,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42501,16 +43406,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42572,12 +43477,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42658,10 +43557,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46114,7 +47009,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46157,8 +47052,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46170,6 +47066,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47029,12 +47938,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47163,15 +48072,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48434,14 +49334,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49488,7 +50380,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49671,7 +50563,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49778,7 +50670,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51844,7 +52736,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51868,19 +52760,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53579,7 +54490,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54264,6 +55175,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57478,7 +58399,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57500,9 +58421,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58604,17 +59527,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58634,10 +59557,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58761,25 +59684,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60939,9 +61843,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60996,9 +61900,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61039,10 +61943,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61063,12 +61967,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61077,17 +61983,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61193,21 +62099,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61231,12 +62131,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61263,20 +62157,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61288,19 +62172,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61994,10 +62865,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62113,6 +62986,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62631,7 +63516,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67608,6 +68493,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68444,6 +69345,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/tl.po b/doc/translations/tl.po index adde42f469..e7155eb8d5 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -60,6 +60,71 @@ msgstr "Mga Paglalarawan ng Katangian" msgid "Method Descriptions" msgstr "Panglalarawan ng mga Method" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Mga Paglalarawan ng Katangian" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Mga built-in na function ng GDScript." @@ -542,16 +607,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -601,8 +674,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -611,7 +687,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -619,7 +698,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1451,7 +1531,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2961,31 +3049,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "MIDI stop message. Stop the current sequence." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7036,7 +7201,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11914,7 +12082,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11979,11 +12147,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11991,7 +12161,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11999,15 +12171,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12015,7 +12187,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12101,8 +12273,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12112,17 +12285,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12133,16 +12312,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12154,27 +12339,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12294,7 +12491,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12353,7 +12552,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12707,8 +12907,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12757,6 +12957,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13256,6 +13462,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13678,9 +13885,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13920,7 +14127,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14588,7 +14797,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16602,7 +16811,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17916,7 +18127,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19426,6 +19637,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19443,11 +19661,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19527,8 +19747,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19971,10 +20202,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20023,7 +20253,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20190,8 +20422,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20200,7 +20432,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21270,6 +21504,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21743,10 +21985,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22223,7 +22467,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23786,11 +24030,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -23863,7 +24107,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -25975,6 +26219,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26203,7 +26453,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26226,7 +26476,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28500,7 +28750,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28521,7 +28775,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28540,8 +28798,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28554,7 +28821,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28870,7 +29146,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28898,7 +29178,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29090,6 +29374,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29106,15 +29487,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29712,9 +30095,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30635,6 +31018,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33833,16 +34239,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -33862,10 +34265,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33881,25 +34281,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -33916,14 +34307,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -33931,35 +34319,395 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34058,10 +34806,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34220,22 +34964,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34334,6 +35168,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37647,7 +38547,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42234,16 +43136,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42305,12 +43207,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42391,10 +43287,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45841,7 +46733,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45884,8 +46776,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -45897,6 +46790,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46751,12 +47657,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -46885,15 +47791,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48152,14 +49049,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49204,7 +50093,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49387,7 +50276,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49494,7 +50383,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51540,7 +52429,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51564,19 +52453,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53274,7 +54182,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -53956,6 +54864,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57165,7 +58083,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57187,9 +58105,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58291,17 +59211,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58321,10 +59241,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58448,25 +59368,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60615,9 +61516,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60672,9 +61573,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60715,10 +61616,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60739,12 +61640,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60753,17 +61656,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60863,21 +61766,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -60901,12 +61798,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -60933,20 +61824,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -60958,19 +61839,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61660,10 +62528,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61779,6 +62649,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62296,7 +63178,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67262,6 +68144,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68090,6 +68988,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 961d850d95..213c6cb98a 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -72,6 +72,71 @@ msgstr "Özellik Açıklamaları" msgid "Method Descriptions" msgstr "Yöntem Açıklamaları" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Özellik Açıklamaları" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Yerleşik GDScript işlevleri." @@ -726,26 +791,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"Verilen dağılım bilgisine göre sınırlandırılma için kullanılan çarpan " -"değerini (0 ila 1 arası) döndürür. Bu lerp yönteminin tersidir.\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle (ara değer)` burada 27.5.\n" -"# oranı unutmuş gibi davranıyoruz ve yeniden hesaplatıyoruz.\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio (oran)` burada 0.75.\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -820,8 +884,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -830,7 +897,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "Doğrusal olarak iki sayı arasında, sınırlandırma öğesine (0 ila 1 arasında) " "göre ara değer hesaplar (interpolate). [method inverse_lerp] yönteminin " @@ -846,11 +916,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2152,10 +2224,20 @@ msgstr "[Marshalls] tekil nesnesi." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "[AudioServer] tekil nesnesi." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] tekil nesnesi." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "[AudioServer] tekil nesnesi." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "[OS] tekil nesnesi." @@ -3666,31 +3748,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "MIDI stop message. Stop the current sequence." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7755,7 +7914,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12664,7 +12826,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12734,11 +12896,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12746,23 +12910,26 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Verilen değerin sinüsünü döndürür." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12770,8 +12937,11 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +#, fuzzy +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" +"[url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] sıkıştırma " +"yöntemini kullanır." #: doc/classes/CameraServer.xml msgid "The Y component camera image." @@ -12858,8 +13028,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12869,17 +13040,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12890,16 +13067,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12911,27 +13094,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13051,7 +13246,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13110,7 +13307,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13468,8 +13666,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13518,6 +13716,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -14017,6 +14221,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14443,9 +14648,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14688,7 +14893,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -15356,8 +15563,10 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." #: doc/classes/ColorPicker.xml msgid "" @@ -17374,7 +17583,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18691,7 +18902,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -20214,6 +20425,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -20231,11 +20449,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20315,8 +20535,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20759,10 +20990,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20811,7 +21041,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20981,8 +21213,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20991,7 +21223,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -22068,6 +22302,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22544,10 +22786,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -23027,7 +23271,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24602,14 +24846,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24685,7 +24929,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26806,6 +27050,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -27034,7 +27284,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -27057,7 +27307,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -29345,7 +29595,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29366,7 +29620,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29385,8 +29643,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29399,7 +29666,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29717,7 +29993,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29745,7 +30025,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29940,6 +30224,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29956,15 +30337,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30571,9 +30954,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31504,6 +31887,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34728,16 +35134,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34758,10 +35161,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34777,25 +35177,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34812,14 +35203,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34828,35 +35216,405 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Verilen değerin tanjantını döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Verilen değerin zıt değerini döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Verilen değerin zıt değerini döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Verilen değerin zıt değerini döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Verilen bir değerin ark-sinüsünü döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Verilen bir değerin ark-sinüsünü döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "[NavigationMeshGenerator] tekil nesnesi." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Verilen bir değerin ark-sinüsünü döndürür." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Verilen bir değerin ark-sinüsünü döndürür." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34956,10 +35714,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -35121,25 +35875,115 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "[NavigationMeshGenerator] tekil nesnesi." +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -35236,6 +36080,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Verilen değerin karekökünün tersini döndürür." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Verilen bir değerin ark-sinüsünü döndürür." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Verilen değerin sinüsünü döndürür." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38570,7 +39483,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -43194,16 +44109,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -43265,12 +44180,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43351,10 +44260,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46803,7 +47708,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46846,8 +47751,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46859,6 +47765,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47723,12 +48642,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47859,15 +48778,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -49130,14 +50040,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -50184,7 +51086,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -50367,7 +51269,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -50474,7 +51376,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -52540,7 +53442,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52564,19 +53466,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54276,7 +55197,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54961,6 +55882,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -58181,7 +59112,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -58203,9 +59134,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -59307,17 +60240,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -59337,10 +60270,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -59464,25 +60397,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61638,9 +62552,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61695,9 +62609,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61738,10 +62652,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61762,12 +62676,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "İki vektörün kalanını döndürür." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61776,17 +62693,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61887,21 +62804,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "İki vektörün kalanını döndürür." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61925,12 +62836,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61957,20 +62862,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61982,19 +62877,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62691,10 +63573,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62812,6 +63696,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -63330,7 +64226,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -68326,6 +69222,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -69162,6 +70074,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Verilen değerin sinüsünü döndürür." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/uk.po b/doc/translations/uk.po index d730aca42e..41495f384a 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -65,6 +65,71 @@ msgstr "Описи властивостей" msgid "Method Descriptions" msgstr "Описи методів" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Описи властивостей" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Вбудовані функції GDScript." @@ -579,16 +644,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -638,8 +711,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -648,7 +724,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -656,7 +735,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1503,7 +1583,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3013,31 +3101,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7108,7 +7273,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12015,7 +12183,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12083,11 +12251,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12095,23 +12265,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]." #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12119,7 +12293,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12207,8 +12381,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12218,17 +12393,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12239,16 +12420,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12260,27 +12447,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12400,7 +12599,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12459,7 +12660,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12817,8 +13019,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12867,6 +13069,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13366,6 +13574,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13793,9 +14002,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14038,7 +14247,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14706,7 +14917,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16724,7 +16935,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18041,7 +18254,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/uk/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19564,6 +19777,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19581,11 +19801,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19665,8 +19887,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20109,10 +20342,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20161,7 +20393,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20331,8 +20565,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20341,7 +20575,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21416,6 +21652,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21892,10 +22136,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22375,7 +22621,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23946,14 +24192,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/uk/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/uk/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24029,7 +24275,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/uk/latest/getting_started/scripting/gdscript/" "index.html" @@ -26152,6 +26398,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26380,7 +26632,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26403,7 +26655,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28691,7 +28943,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28712,7 +28968,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28731,8 +28991,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28745,7 +29014,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29063,7 +29341,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29091,7 +29373,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29286,6 +29572,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29302,15 +29685,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29915,9 +30300,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30848,6 +31233,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34074,16 +34482,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/uk/latest/tutorials/vr/index.html" @@ -34104,10 +34509,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34123,25 +34525,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34158,14 +34551,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/uk/latest/tutorials/vr/index.html" @@ -34174,35 +34564,403 @@ msgstr "https://docs.godotengine.org/uk/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Повертає тангенс параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Повертає синус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Повертає синус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Повертає арксинус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Повертає косинус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Повертає арксинус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Повертає синус параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Повертає арксинус параметра." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Повертає арксинус параметра." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34302,10 +35060,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34465,22 +35219,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34579,6 +35423,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Повертає одиницю поділену на квадратний корінь з параметра." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Повертає арксинус параметра." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Повертає синус параметра." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37913,7 +38826,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42529,16 +43444,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42600,12 +43515,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42686,10 +43595,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46138,7 +47043,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46181,8 +47086,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46194,6 +47100,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47053,12 +47972,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47187,15 +48106,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48458,14 +49368,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49512,7 +50414,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49695,7 +50597,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49802,7 +50704,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51869,7 +52771,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51893,19 +52795,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53604,7 +54525,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54289,6 +55210,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57509,7 +58440,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57531,9 +58462,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58635,17 +59568,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58665,10 +59598,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58792,25 +59725,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60966,9 +61880,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61023,9 +61937,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61066,10 +61980,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61090,12 +62004,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61104,17 +62021,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61216,21 +62133,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Повертає мінімальний кут до заданого вектора у радіанах." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61254,12 +62165,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61286,20 +62191,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61311,19 +62206,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62020,10 +62902,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62139,6 +63023,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62657,7 +63553,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/uk/latest/getting_started/scripting/" "visual_script/index.html" @@ -67648,6 +68544,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68484,6 +69396,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Повертає синус параметра." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 01472d7da9..b0fe535eca 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -63,6 +63,71 @@ msgstr "Nội dung Thuộc tính" msgid "Method Descriptions" msgstr "Mô tả phương thức" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Nội dung Thuộc tính" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Hàm GDScript có sẵn." @@ -724,16 +789,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -801,8 +874,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -811,7 +887,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -819,7 +898,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1783,10 +1863,20 @@ msgstr "Đơn Nhất [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "Đơn Nhất [TranslationServer]." + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "Đơn Nhất [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "Đơn Nhất [TranslationServer]." + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Đơn Nhất [OS]." @@ -3311,31 +3401,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7413,7 +7580,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -12292,7 +12462,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12361,11 +12531,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12373,23 +12545,26 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "Trả về sin của tham số." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12397,7 +12572,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12483,8 +12658,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12494,17 +12670,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12515,16 +12697,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12536,27 +12724,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12676,7 +12876,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12735,7 +12937,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -13089,8 +13292,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -13139,6 +13342,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13639,6 +13848,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14061,9 +14271,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14303,7 +14513,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14971,8 +15183,9 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/ColorPicker.xml msgid "" @@ -16985,7 +17198,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18300,7 +18515,7 @@ msgid "" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -19814,6 +20029,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19831,11 +20053,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19915,8 +20139,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20359,10 +20594,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20411,7 +20645,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20578,8 +20814,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20588,7 +20824,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21659,6 +21897,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -22132,10 +22378,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22612,7 +22860,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -24178,11 +24426,11 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -24255,7 +24503,7 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -26369,6 +26617,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26597,7 +26851,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26620,7 +26874,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28897,7 +29151,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28918,7 +29176,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28937,8 +29199,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28951,7 +29222,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29267,7 +29547,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29295,7 +29579,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29487,6 +29775,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29503,15 +29888,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -30111,9 +30498,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -31034,6 +31421,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34240,16 +34650,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "" @@ -34269,10 +34676,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34288,25 +34692,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34323,14 +34718,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "" @@ -34338,35 +34730,404 @@ msgstr "" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "Trả về tan của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "Trả về sin của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "Trả về sin của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "Trả về sin của tham số." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "Đơn Nhất [NavigationMeshGenerator]." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "Trả về sin nghịch đảo của tham số." + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "Trả về sin nghịch đảo của tham số." + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34466,10 +35227,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34630,26 +35387,115 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." +msgid "" +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy -msgid "The [NavigationMesh] resource for the instance." +msgid "The [NavigationMesh] resource to use." msgstr "Đơn Nhất [NavigationMeshGenerator]." +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -34746,6 +35592,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "Trả về nghịch đảo căn bậc hai của tham số." + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "Trả về sin của tham số." + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -38062,7 +38977,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42679,16 +43596,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42750,12 +43667,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42836,10 +43747,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46290,7 +47197,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46333,8 +47240,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46346,6 +47254,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47203,12 +48124,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47339,15 +48260,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48606,14 +49518,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49658,7 +50562,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49841,7 +50745,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49948,7 +50852,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51996,7 +52900,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -52020,19 +52924,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53732,7 +54655,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54414,6 +55337,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57628,7 +58561,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57650,9 +58583,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58754,17 +59689,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58784,10 +59719,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58911,25 +59846,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -61084,9 +62000,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -61141,9 +62057,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61184,10 +62100,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61208,12 +62124,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "Trả về phần dư của hai vector." #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61222,17 +62141,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61333,21 +62252,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Trả về phần dư của hai vector." #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61371,12 +62284,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61403,20 +62310,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61428,19 +62325,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -62135,10 +63019,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62255,6 +63141,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62776,7 +63674,7 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml @@ -67765,6 +68663,23 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +#, fuzzy +msgid "A default value to be assigned within the shader." +msgstr "Trả về độ dài [Vector3] trong đồ thị shader." + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68595,6 +69510,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "Trả về sin của tham số." + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index befb632adf..e65d84756e 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -112,6 +112,71 @@ msgstr "属性说明" msgid "Method Descriptions" msgstr "方法说明" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "属性说明" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" @@ -763,25 +828,25 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"考虑给定范围,返回归一化值。这是 [method lerp] 的逆运算。\n" -"[codeblock]\n" -"var middle = lerp(20, 30, 0.75)\n" -"# `middle` 现在是 27.5\n" -"# 现在,我们假装忘记了原来的比例,想把它找回来。\n" -"var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` 现在是 0.75。\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -843,9 +908,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -854,7 +923,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" "用一个归一化的值在两个值之间进行线性插值。这是 [method inverse_lerp] 的逆运" "算。\n" @@ -869,11 +941,13 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2176,10 +2250,21 @@ msgid "The [Marshalls] singleton." msgstr "[Marshalls] 单例。" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +#, fuzzy +msgid "The [Navigation2DServer] singleton." +msgstr "[TranslationServer]单例。" + +#: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationMeshGenerator] singleton." msgstr "[EditorNavigationMeshGenerator] 单例。" #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "The [NavigationServer] singleton." +msgstr "[TranslationServer]单例。" + +#: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "[OS] 单例。" @@ -3690,32 +3775,109 @@ msgid "" 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 "MIDI note OFF message." -msgstr "MIDI 音符关闭信息。" +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "MIDI 音符开启信息。" +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "MIDI 触摸后信息。" +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "MIDI 控制更改信息。" +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "MIDI 程序变更信息。" +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "MIDI 通道压力消息。" +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "MIDI 弯音消息。" +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "" @@ -8638,7 +8800,10 @@ msgstr "" "randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,则可以调用 " "[method @GDScript.randomize]。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" @@ -14601,10 +14766,11 @@ msgid "" msgstr "通过相机源,您可以访问连接到设备的单个物理相机。" #: doc/classes/CameraFeed.xml +#, fuzzy msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -14670,17 +14836,21 @@ msgid "Server keeping track of different cameras accessible in Godot." msgstr "服务器跟踪 Godot 中可访问的不同摄像头。" #: doc/classes/CameraServer.xml +#, fuzzy msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" "[CameraServer]记录了Godot中可访问的不同摄像机。这些是外部摄像机,如网络摄像机" "或手机上的摄像机。\n" "它主要用于为AR模块提供来自摄像机的视频资料。" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +#, fuzzy +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "将相机源添加到相机服务。" #: doc/classes/CameraServer.xml @@ -14688,23 +14858,29 @@ msgid "Returns an array of [CameraFeed]s." msgstr "返回一个 [CameraFeed] 数组。" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "返回具有此 ID 的 [CameraFeed]。" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "返回带有给定[code]id[/code]的项的索引。" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "返回注册的 [CameraFeed] 的数量。" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "移除 [CameraFeed]。" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "移除索引[code]idx[/code]处的项目。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +#, fuzzy +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "当添加 [CameraFeed] 时触发(例如,插入网络摄像头)。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +#, fuzzy +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "当移除 [CameraFeed] 时触发(例如,拔掉网络摄像头)。" #: doc/classes/CameraServer.xml @@ -14712,8 +14888,10 @@ msgid "The RGBA camera image." msgstr "RGBA 相机图像。" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." -msgstr "YCbCr 相机图像。" +#, fuzzy +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." +msgstr "" +"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。" #: doc/classes/CameraServer.xml msgid "The Y component camera image." @@ -14818,9 +14996,11 @@ msgid "" msgstr "引擎调用的可覆盖函数(如果定义了)来绘制画布项目。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" "在给定的角度之间画一条弧线。[code]point_count[/code] 的值越大,曲线越平滑。" @@ -14833,17 +15013,25 @@ msgstr "" "与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "画一个彩色的圆。" +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +#, fuzzy +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "绘制任意数量点的彩色多边形,凸或凹。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" "绘制一条从 2D 点到另一个点的线,具有给定的颜色和宽度。它可以选择抗锯齿。" @@ -14855,20 +15043,29 @@ msgstr "" "使用所提供的纹理以2D方式绘制一个[Mesh]。相关文档请参阅[MeshInstance2D]。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" -"使用 uniform [code]color[/code] 绘制多条平行线。\n" +"以 uniform 的 [code]width[/code] 和逐段着色绘制多条平行线。分配给线段的颜色" +"按 [code]points[/code] 和 [code]colors[/code] 之间的索引匹配。\n" "[b]注意:[/b][code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没" "有效果。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -14886,23 +15083,31 @@ msgstr "" "[MultiMeshInstance2D]。" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." -msgstr "绘制任意数量的点的多边形,凸或凹。" +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." +msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" -"以uniform 的[code]color[/code]和[code]width[/code]来绘制相互连接的线段,可选" -"抗锯齿。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" "以uniform的[code]width[/code]绘制相互连接的线段,逐段着色,可选抗锯齿。分配给" "线段的颜色通过[code]points[/code]和[code]colors[/code]之间的索引进行匹配。" @@ -14910,10 +15115,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" -"绘制自定义基本网格。1点为一个点,2点为一条线,3点为一个三角形,4点为一个四边" -"形。" #: doc/classes/CanvasItem.xml msgid "" @@ -15056,8 +15262,11 @@ msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的[World2D]。" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." -msgstr "如果[CanvasItem]当前可见,则隐藏它。" +#, fuzzy +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." +msgstr "清空数组。与调用 [method resize] 时指定大小为 [code]0[/code] 等价。" #: doc/classes/CanvasItem.xml msgid "" @@ -15122,8 +15331,10 @@ msgstr "" "如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -15524,9 +15735,10 @@ msgstr "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" #: doc/classes/CharFXTransform.xml +#, fuzzy msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "当前字符的索引(从0开始)。设置此属性不会影响图形。" #: doc/classes/CharFXTransform.xml @@ -15595,6 +15807,13 @@ msgid "The position offset the character will be drawn with (in pixels)." msgstr "绘制字符的位置偏移量(以像素为单位)。" #: doc/classes/CharFXTransform.xml +#, fuzzy +msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "当前字符的索引(从0开始)。设置此属性不会影响图形。" + +#: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " @@ -16162,6 +16381,7 @@ msgstr "" "返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code]bit[/code]。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "返回对象的 [RID]。" @@ -16670,11 +16890,12 @@ msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "RGBA 格式的颜色,使用 0 到 1 范围内的浮点数。" #: doc/classes/Color.xml +#, fuzzy msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -17043,8 +17264,10 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." -msgstr "颜色的 Alpha(透明度)分量,通常在 0 到 1 的范围内。" +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." +msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." @@ -17718,7 +17941,8 @@ msgstr "" "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 (transparency)." +#, fuzzy +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果 [code]true[/code],显示 Alpha 通道滑块(透明度)。" #: doc/classes/ColorPicker.xml @@ -20444,8 +20668,10 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." -msgstr "多边形的顶点列表。可以按顺时针或逆时针顺序。" +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." +msgstr "" #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." @@ -22000,8 +22226,9 @@ msgstr "" "另请参阅[GodotSharp]。" #: modules/mono/doc_classes/CSharpScript.xml -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" -msgstr "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +#, fuzzy +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" +msgstr "$DOCS_URL/tutorials/scripting/index.html" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml @@ -24013,6 +24240,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "FreeType 使用的字体提示模式。参阅 [enum Hinting] 选项。" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -24029,12 +24263,15 @@ msgid "A script that is executed when exporting the project." msgstr "在导出项目时执行的脚本。" #: doc/classes/EditorExportPlugin.xml +#, fuzzy msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" "每当用户导出项目时,会自动激活编辑器的导出插件。其最常用在确定哪些文件被包含" "到导出的项目中。对于每个插件,在导出过程开始时调用[method _export_begin],然" @@ -24136,9 +24373,20 @@ msgstr "从给定的[code]path[/code]添加静态库到iOS项目。" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." -msgstr "添加指定 [code]tags[/code] 和目标 [code]path[/code] 的共享对象。" +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." +msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" @@ -24649,11 +24897,11 @@ msgstr "" "源类型导入。" #: doc/classes/EditorImportPlugin.xml +#, fuzzy msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -24702,7 +24950,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" "EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自定" "义文件中的资源,或成为编辑器现有导入器的替代品。用[method EditorPlugin." @@ -24971,9 +25221,10 @@ msgid "Plugin for adding custom property editors on inspector." msgstr "用于在检查器上添加自定义属性编辑器的插件。" #: doc/classes/EditorInspectorPlugin.xml +#, fuzzy msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -24982,7 +25233,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" "该插件允许向[EditorInspector]添加自定义属性编辑器。\n" "插件通过[method EditorPlugin.add_inspector_plugin]注册。\n" @@ -26384,6 +26637,14 @@ msgstr "如果你的生成器支持类型[code]type[/code]的资源,返回[cod msgid "Imports scenes from third-parties' 3D files." msgstr "从第三方的3D文件中导入场景。" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "FBX 3D资产导入器。" @@ -27030,11 +27291,14 @@ msgid "Used by the editor to define Spatial gizmo types." msgstr "由编辑部用于定义空间小工具的类型。" #: doc/classes/EditorSpatialGizmoPlugin.xml +#, fuzzy msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" "EditorSpatialGizmoPlugin 允许您定义一种新的辅助工具类型。这样做的主要方法有两" "种:扩展 [EditorSpatialGizmoPlugin] 以获得更简单的Gizmos,或创建新的 " @@ -27676,6 +27940,7 @@ msgstr "" "[member physics_jitter_fix]设置为[code]0[/code]来禁用物理抖动修复。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " @@ -27683,7 +27948,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -29641,11 +29906,13 @@ msgstr "" "个平台和架构进行编译。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +#, fuzzy +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +#, fuzzy +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -29739,8 +30006,9 @@ msgstr "" "[method Object.set_script] 会扩展该对象。" #: modules/gdscript/doc_classes/GDScript.xml -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" -msgstr "$DOCS_URL/getting_started/scripting/gdscript/index.html" +#, fuzzy +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" +msgstr "$DOCS_URL/tutorials/scripting/index.html" #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." @@ -32261,6 +32529,12 @@ msgstr "指定的 [MeshLibrary]。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "控制此 GridMap 是否会在 [BakedLightmap] 中烘焙。" @@ -32518,6 +32792,7 @@ msgid "Used to create an HMAC for a message using a key." msgstr "用来为一个使用密钥的信息创建 HMAC。" #: doc/classes/HMACContext.xml +#, fuzzy msgid "" "The HMACContext class is useful for advanced HMAC use cases, such as " "streaming the message as it supports creating the message over time rather " @@ -32531,7 +32806,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -32554,7 +32829,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -35536,6 +35811,7 @@ msgstr "" "想要的值(在 0 到 1 的范围内)。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user pressed down " @@ -35544,7 +35820,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "当用户开始按下动作事件时,返回[code]true[/code],也就是说,只有在用户按下按钮" "的那一帧才是[code]true[/code]。\n" @@ -35570,6 +35850,7 @@ msgstr "" "向。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " "an action has multiple buttons assigned and more than one of them is " @@ -35577,7 +35858,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "如果你正在按下动作事件,返回[code]true[/code]。请注意,如果一个动作有多个分配" "的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个动" @@ -35606,11 +35891,18 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"如果你正在按压该键,则返回 [code]true[/code]。你可以传递 [enum KeyList] 常" -"量。" #: doc/classes/Input.xml msgid "" @@ -35623,10 +35915,17 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"如果你正在按压该键,则返回[code]true[/code]。按键由 101/102 键美式 QWERTY 键" -"盘上该键的物理位置确定。你可以传递 [enum KeyList] 常量。" #: doc/classes/Input.xml msgid "" @@ -36018,6 +36317,7 @@ msgstr "" "向。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the given action is being pressed (and is not " "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " @@ -36025,7 +36325,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "如果给定的动作被按下,则返回[code]true[/code],并且不是 [InputEventKey] 事件" "的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与" @@ -36065,12 +36369,20 @@ msgstr "" "[code]true[/code]。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" -"如果此输入事件为按下,则返回 [code]true[/code]。与类型 " -"[InputEventMouseMotion] 或 [InputEventScreenDrag] 的事件无关。" +"如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与" +"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n" +"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" +"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" +"向。" #: doc/classes/InputEvent.xml msgid "" @@ -36320,6 +36632,110 @@ msgstr "" "符和复杂文字的 Unicode 标识符可能无法使用。更多信息参阅 [method OS." "set_ime_active]。" +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "Input event for MIDI inputs." +msgstr "动作的输入事件类型。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" +"https://zh.wikipedia.org/zh-cn/%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E" +"%E6%95%B8" + +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" +"https://zh.wikipedia.org/zh-cn/%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E" +"%E6%95%B8" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" @@ -36335,18 +36751,22 @@ msgid "" msgstr "鼠标按钮掩码标识符,是[enum ButtonList] 按钮掩码之一或按位组合。" #: doc/classes/InputEventMouse.xml +#, fuzzy msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" -"在[method Control._gui_input]中使用时,相对于当前[Viewport]的全局鼠标位置,否" -"则是在0,0处。" +"相对于[Viewport]的本地局部鼠标位置。如果在[method Control._gui_input]中使用," +"位置是相对于当前处于鼠标下的控件[Control]。" #: doc/classes/InputEventMouse.xml +#, fuzzy msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" "相对于[Viewport]的本地局部鼠标位置。如果在[method Control._gui_input]中使用," "位置是相对于当前处于鼠标下的控件[Control]。" @@ -37076,16 +37496,16 @@ msgstr "返回与指定索引关联的工具提示。" msgid "Returns an array with the indexes of the selected items." msgstr "返回一个包含所选项目索引的数组。" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回与列表相关的[Object]ID。\n" -"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任意子节点,请使用其的 [member CanvasItem.visible] 属性。" +"返回垂直滚动条。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" +"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." @@ -38259,6 +38679,30 @@ msgid "" "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。" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +#, fuzzy +msgid "Do nothing when leaving a platform." +msgstr "使用 2D 变换时使用此选项。" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "2D运动体节点。" @@ -42109,16 +42553,13 @@ 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 "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" "在[NavigationMesh]的集合中提供导航和寻路功能。默认情况下,这些将自动从子" "[NavigationMeshInstance]节点中收集,也可以通过[method navmesh_add]即时添加。" @@ -42127,6 +42568,7 @@ msgstr "" "路径。这些问题将在Godot 4.0中得到解决。" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://godotengine.org/asset-library/asset/124" @@ -42146,12 +42588,10 @@ msgstr "" "代理。" #: doc/classes/Navigation.xml +#, fuzzy msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" "返回包含最接近给定点的导航点的 [NavigationMesh] 的所有者。这通常是一个 " "[NavigationMeshInstance]。对于通过 [method navmesh_add] 添加的网格,返回给定" @@ -42168,13 +42608,12 @@ msgstr "" "导航网格之间的交点。如果找到多个交点,则返回最接近线段起点的交点。" #: doc/classes/Navigation.xml +#, fuzzy msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" "返回两个给定点之间的路径。点是在局部坐标空间中。如果[code]optimize[/code]是" "[code]true[/code](默认),与每个[NavigationMesh]相关的代理属性(半径、高度" @@ -42182,24 +42621,14 @@ msgstr "" "[b]注意:[/b] 这个方法有已知的问题,经常会返回非最佳的路径。这些问题将在" "Godot 4.0中得到修正。" -#: doc/classes/Navigation.xml +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." +msgstr "用于字段的XZ平面单元尺寸。" + +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"This value is used to detect the near edges to connect compatible regions." msgstr "" -"添加一个 [NavigationMesh]。返回用于 [method navmesh_remove] 或 [method " -"navmesh_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" -"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "移除具有指定ID的[NavigationMesh]。" - -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." -msgstr "设置应用于具有指定ID的[NavigationMesh]的变换。" #: doc/classes/Navigation.xml msgid "" @@ -42214,14 +42643,11 @@ msgid "2D navigation and pathfinding node." msgstr "2D导航和寻路节点。" #: doc/classes/Navigation2D.xml +#, fuzzy msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" "Navigation2D在2D区域内提供导航和寻路,指定为[NavigationPolygon]资源的集合。默" "认情况下,这些资源自动从子[NavigationPolygonInstance]节点中收集,但其也可以通" @@ -42229,29 +42655,28 @@ msgstr "" "[b]注意:[/b] 当前的导航系统有许多已知的问题,并不总是能像预期的那样返回最佳" "的路径。这些问题将在Godot 4.0中得到解决。" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://godotengine.org/asset-library/asset/117" #: doc/classes/Navigation2D.xml +#, fuzzy msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" "返回包含最接近给定点的导航点的 [NavigationPolygon] 的所有者。这通常是一个 " "[NavigationPolygonInstance]。对于通过 [method navpoly_add] 添加的多边形,返回" "给定的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。" #: doc/classes/Navigation2D.xml +#, fuzzy msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" "返回两个给定点之间的路径。点是在局部坐标空间中。如果[code]optimize[/code]为" "[code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。\n" @@ -42259,24 +42684,418 @@ msgstr "" "Godot 4.0中得到解决。" #: doc/classes/Navigation2D.xml +#, fuzzy +msgid "The XY plane cell size to use for fields." +msgstr "用于字段的XZ平面单元尺寸。" + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Server interface for low-level 2D navigation access." +msgstr "低级音频访问的服务器接口。" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates the agent." +msgstr "创建一个 [HingeJoint]关节。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "如果脚本可以实例化,则返回 [code]true[/code]。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "返回输入的正切值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." msgstr "" -"添加 [NavigationPolygon]。返回用于 [method navpoly_remove] 或 [method " -"navpoly_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" -"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." -msgstr "移除具有指定ID的[NavigationPolygon]。" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "设置自动图块的[enum BitmaskMode]位掩码模式。" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "设置给定顶点的位置。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "设置给定顶点的法线。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "设置给定顶点的骨架。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "返回补间的当前时间。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Destroys the given RID." +msgstr "移除给定的图块 ID。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Create a new map." +msgstr "创建一个[Area]区域。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "返回数组大小。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +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。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "返回图块的导航多边形。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "如果选择处于活动状态,则返回 [code]true[/code]。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "停止定时器。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "返回应用于该项导航网格的转换。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Creates a new region." +msgstr "创建一个[Area]区域。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "设置给定边的元数据。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "设置此项的导航网格。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "设置视窗的全局变换矩阵。" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." -msgstr "设置应用于具有指定ID的[NavigationPolygon]的变换。" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the path from start to finish in global coordinates." +msgstr "返回全局屏幕坐标中的可见矩形。" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "以 [PoolVector3Array] 的形式返回缓存的点。" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "返回指定名称的动画节点。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "返回用[method set_size_override]设置的尺寸重写。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "返回[code]true[/code]是否对指定路径进行过滤。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "The agent height offset to match the navigation mesh height." +msgstr "返回图块的导航多边形的偏移量。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum number of neighbors for the agent to consider." +msgstr "自动曝光的最大亮度值。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The maximum speed that an agent can move." +msgstr "曲线能达到的最大值。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "The distance to search for other agents." +msgstr "实例没有类型。" + +#: 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 "圆柱体的半径。" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Notifies when the final location is reached." +msgstr "当动画播放结束时通知。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "以[PoolVector2Array]的形式返回缓存的点。" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "返回指定名称的动画节点。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." @@ -42386,10 +43205,6 @@ msgid "The Y axis cell size to use for fields." msgstr "用于字段Y轴单元的尺寸。" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "用于字段的XZ平面单元尺寸。" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "生成细分网格时使用的采样距离,以单元为单位。" @@ -42578,26 +43393,124 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "表示[enum SourceGeometryMode]枚举的大小。" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "Clears the navigation mesh." +msgstr "设置此项的导航网格。" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." -msgstr "将导航网格实例化为场景的节点。" +#, fuzzy +msgid "An instance of a [NavigationMesh]." +msgstr "实例化 [MultiMesh] 的节点。" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." +msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" -"NavigationMeshInstance 节点可以接收一个 [NavigationMesh] 资源,并通过创建它的" -"一个实例将其添加到当前场景中。" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "为 [code]true[/code] 时导航网格将被 [Navigation] 使用。" +#, fuzzy +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "递归扫描 [NavigationMeshInstance] 的子节点以获取几何体。" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +#, fuzzy +msgid "The [NavigationMesh] resource to use." msgstr "实例的 [NavigationMesh] 资源。" +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "当动画开始播放时通知。" + +#: doc/classes/NavigationMeshInstance.xml +#, fuzzy +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "当动画开始播放时通知。" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "返回指定名称的动画节点。" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" +"设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/" +"code] 时才起作用。" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " @@ -42724,6 +43637,79 @@ msgstr "" "更改在编辑器或脚本中创建的轮廓。你必须调用 [method " "make_polygons_from_outlines] 来更新多边形。" +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Server interface for low-level 3D navigation access." +msgstr "低级音频访问的服务器接口。" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "返回碰撞点相交物体形状的法线。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "起点和终点之间点的样式。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "返回位图的尺寸。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "停止音频。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Bakes the navigation mesh." +msgstr "设置此项的导航网格。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Control activation of this server." +msgstr "此节点的局部变换。" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -47206,7 +48192,10 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "返回使用的静态内存的最大数量(仅在调试中有效)。" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +#, fuzzy +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "返回程序所使用的静态内存量,以字节为单位。" #: doc/classes/OS.xml @@ -52751,21 +53740,22 @@ msgstr "" "大小。使用 [enum File.CompressionMode] 常量之一设置压缩模式。" #: doc/classes/PoolByteArray.xml +#, fuzzy msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set the " "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" "返回数据解压后的新 [PoolByteArray] 。使用 [enum File.CompressionMode] 的常数" "之一设置压缩模式。[b]此方法仅接受 gzip 和deflate压缩模式。[/b]\n" @@ -52853,12 +53843,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "返回数组的大小。" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -52955,10 +53939,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "返回数组大小。" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "实数 [float] 的[Array]集合。" @@ -57292,13 +58272,14 @@ msgstr "" "相关的每一帧,以提供最佳的整体性能。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" "默认的惯例是,portal的法线从源空间向外。\n" "如果你在建造关卡时不小心将portal朝向了错误的方向,这个设置可以解决这个问" @@ -57358,9 +58339,11 @@ msgstr "" "时,才应该使用该选项。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" "如果 [code]true[/code],则分配具有高动态范围(HDR)的主帧缓冲区。高动态范围允" @@ -57377,6 +58360,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -58498,17 +59494,16 @@ msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰 msgid "Removes all collision exceptions for this ray." msgstr "删除此射线的所有碰撞例外。" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" -"更新射线的碰撞信息。\n" -"使用此方法立即更新碰撞信息,而不是等待下一个 [code]_physics_process[/code] 调" -"用,例如,如果光线或其父级已更改状态。\n" +"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " +"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" "[b]注意:[/b] [code]enabled[/code]不需要此功能。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml @@ -58667,18 +59662,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" -"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " -"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" -"[b]注意:[/b] [code]enabled[/code]不需要此功能。" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "设置或清除碰撞掩码上的单个位。这使得选择扫描区域更容易。" @@ -60319,17 +61302,6 @@ msgid "" msgstr "返回文本标签的总字符数。不包括 BBCode。" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" -"返回垂直滚动条。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "返回可见行数。" @@ -61699,8 +62671,9 @@ msgid "Groups [Room]s together to allow common functionality." msgstr "将 [Room] 组合在一起以实现通用功能。" #: doc/classes/RoomGroup.xml +#, fuzzy msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -61970,10 +62943,11 @@ msgstr "" "[b]注意:[/b]使用 [code]Full[/code] PVS 模式时不使用该值。" #: doc/classes/RoomManager.xml +#, fuzzy msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" "Portal 剔除通常使用当前的 [Camera] / 多个[Camera] 进行操作,但是为了在编辑器" @@ -62101,6 +63075,7 @@ 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。" #: doc/classes/RootMotionView.xml +#, fuzzy msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " @@ -62113,7 +63088,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" "[i]Root motion[/i] 指的是一种动画技术,其中使用网格的骨架为角色提供动力。在处" "理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部分提供运" @@ -64628,9 +65603,10 @@ msgstr "" "可以通过将相应的成员设置为 [code]true[/code] 来启用功能。" #: doc/classes/SpatialMaterial.xml +#, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -64660,23 +65636,39 @@ msgid "" msgstr "纹理乘以 [member albedo_color]。用于对象的基本纹理。" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." -msgstr "各向异性效应的强度。" +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." +msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" -"如果 [code]true[/code],则启用各向异性。改变镜面小球的形状,并使其与切线空间" -"对齐。此功能需要有网格切线才行。如果网格不包含切线,各向异性的效果就会被破" -"坏。" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." -msgstr "用于各向异性计算的偏移切线图的纹理。" +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." +msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" @@ -66681,8 +67673,9 @@ msgstr "" "@GlobalScope.Error] 错误码以及一个数据数组。" #: doc/classes/StreamPeer.xml +#, fuzzy msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -67526,6 +68519,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "返回使用 JSON 标准对特殊字符进行转义后的字符串副本。" @@ -71443,8 +72446,9 @@ msgstr "" "可以选择忽略图块地图的半偏移。" #: doc/classes/TileMap.xml +#, fuzzy msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -71479,10 +72483,13 @@ msgstr "" "[/codeblock]" #: doc/classes/TileMap.xml +#, fuzzy msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -72795,20 +73802,22 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "返回变换的反值,假设变换是由旋转、缩放和平移组成的。" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." -msgstr "根据权重(在 0.0 到 1.0 的范围内)将变换与其他变换进行插值。" +"Returns a transform interpolated between this transform and another by a " +"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。" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" "返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 " -"affine_inverse)。" +"[method affine_inverse])。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -72833,11 +73842,11 @@ msgstr "" "[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/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." -msgstr "返回具有正交基(90 度)且轴向量归一化的变换。" +"axis vectors (scale of 1 or -1)." +msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。" #: doc/classes/Transform.xml msgid "" @@ -72983,29 +73992,6 @@ msgstr "返回缩放。" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"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。" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" -"返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 " -"[method affine_inverse])。" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "使用矩阵乘法,将变换旋转给定的角度,即弧度。" @@ -75690,11 +76676,11 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "返回从由给定法线定义的平面上“反弹”的向量。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." -msgstr "返回所有分量四舍五入后的向量,朝正无穷大。" +msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。" #: doc/classes/Vector2.xml msgid "" @@ -75764,11 +76750,11 @@ msgstr "" "(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]。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." -msgstr "返回所有分量四舍五入后的向量,朝负无穷大。" +msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -75814,10 +76800,11 @@ 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。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "向[code]to[/code]移动固定的[code]delta[/code]量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -75842,12 +76829,16 @@ msgstr "" "返回一个由这个向量的[code]modv[/code]分量和[method @GDScript.fposmod]分量组成" "的向量。" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "返回投射到向量[code]b[/code]的向量。" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +#, fuzzy +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "返回从给定法线定义的平面反射的向量。" #: doc/classes/Vector2.xml @@ -75856,18 +76847,20 @@ msgid "" "@GDScript.deg2rad]." msgstr "返回旋转了[code]phi[/code]弧度的向量。参阅[method @GDScript.deg2rad]。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" "返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" "根据分量的符号,返回每个分量设置为 1 或负1的向量。如果分量为零,则返回正1。" @@ -75977,25 +76970,20 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "返回此向量与 [code]b[/code] 的叉积。" #: doc/classes/Vector3.xml +#, fuzzy msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"在向量[code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code]" -"([code]a[/code]是当前的)之间,通过给定的量[code]weight[/code]进行三次插值。" -"[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" +"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。" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." @@ -76025,12 +77013,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -76065,20 +77047,10 @@ msgstr "" "返回[constant AXIS_Z]。" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "将此向量向[code]to[/code]移动,以固定[code]delta[/code]量。" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "返回与 [code]b[/code] 的外积。" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "返回这个向量投射到另一个向量[code]b[/code]上的结果。" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "返回从给定法线定义的平面上反射的向量。" @@ -76090,22 +77062,6 @@ msgstr "将此向量绕给定的轴旋转 [code]phi[/code] 弧度。该轴必须 #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" -"返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" -"返回一个向量,每个分量设置为1或负1,取决于这个向量的分量的符号。如果分量为0," -"则返回正1。" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -76953,13 +77909,16 @@ msgid "" msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" "如果[code]true[/code],视窗的渲染将获得高动态范围算法的收益。高动态范围允许视" "窗接收0-1范围以外的数值。在Godot中HDR使用16比特,这意味着它不能存储浮点数的全" @@ -77105,6 +78064,18 @@ msgid "The rendering mode of viewport." msgstr "视窗的渲染模式。" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "自定义的[World],可以作为3D环境源。" @@ -77711,7 +78682,8 @@ msgstr "" "您最有可能通过 Visual Script 编辑器或在为其编写插件时使用此类。" #: modules/visual_script/doc_classes/VisualScript.xml -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +#, fuzzy +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "$DOCS_URL/getting_started/scripting/visual_script/index.html" #: modules/visual_script/doc_classes/VisualScript.xml @@ -83361,6 +84333,23 @@ msgstr "一个在可视化着色器图中使用的布尔uniform。" 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]。" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +#, fuzzy +msgid "A default value to be assigned within the shader." +msgstr "在可视化着色器图中使用的菲涅尔效果。" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: 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。" @@ -84401,6 +85390,53 @@ msgid "" msgstr "" "如果提供的布尔值是[code]true[/code]或[code]false[/code],则返回相关标量。" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "表示[enum Monitor] enum的大小。" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "布尔或向量函数,在可视化着色器图中使用。" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 9dc792100a..3db6f2c82d 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -65,6 +65,71 @@ msgstr "屬性說明" msgid "Method Descriptions" msgstr "方法說明" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "屬性說明" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "內建 GDScript 函式。" @@ -560,16 +625,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -620,8 +693,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -630,7 +706,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "**fdffffffffffffffwsfsdfsdfsfdsdf**" #: modules/gdscript/doc_classes/@GDScript.xml @@ -638,7 +717,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1484,7 +1564,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2994,31 +3082,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7086,7 +7251,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" @@ -11993,7 +12161,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -12061,11 +12229,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -12073,23 +12243,27 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "" +#, fuzzy +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "計算兩個向量的外積。" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "" +#, fuzzy +msgid "Removes the specified camera [code]feed[/code]." +msgstr "計算兩個向量的外積。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -12097,7 +12271,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12185,8 +12359,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12196,17 +12371,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12217,16 +12398,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12238,27 +12425,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12378,7 +12577,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12437,7 +12638,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12795,8 +12997,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12845,6 +13047,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13344,6 +13552,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13771,9 +13980,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -14016,7 +14225,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14684,7 +14895,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16702,7 +16913,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -18019,7 +18232,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19542,6 +19755,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19559,11 +19779,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19643,8 +19865,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -20087,10 +20320,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20139,7 +20371,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20309,8 +20543,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20319,7 +20553,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21394,6 +21630,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21870,10 +22114,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22353,7 +22599,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23924,14 +24170,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -24007,7 +24253,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26130,6 +26376,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26358,7 +26610,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26381,7 +26633,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28669,7 +28921,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28690,7 +28946,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28709,8 +28969,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28723,7 +28992,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -29041,7 +29319,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29069,7 +29351,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29264,6 +29550,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29280,15 +29663,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29893,9 +30278,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30826,6 +31211,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -34051,16 +34459,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34081,10 +34486,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -34100,25 +34502,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34135,14 +34528,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34151,35 +34541,403 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Puts the agent in the map." +msgstr "回傳參數的正切值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "回傳參數的正弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the position of the agent in world space." +msgstr "回傳參數的相反值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the radius of the agent." +msgstr "回傳參數的相反值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the new target velocity." +msgstr "回傳參數的正弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the current velocity of the agent." +msgstr "回傳參數的相反值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map cell size." +msgstr "回傳參數的反正弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns [code]true[/code] if the map is active." +msgstr "回傳參數的餘弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map active." +msgstr "回傳參數的反正弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map for the region." +msgstr "回傳參數的正弦值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the navigation mesh for the region." +msgstr "回傳參數的相反值。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the global transformation for the region." +msgstr "計算兩個向量的外積。" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "回傳參數的反正弦值。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +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 "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "回傳參數的反正弦值。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34279,10 +35037,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34442,22 +35196,112 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34556,6 +35400,75 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "回傳參數的平方根之倒數。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the map's up direction." +msgstr "回傳參數的反正弦值。" + +#: doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the map up direction." +msgstr "回傳參數的正弦值。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37890,7 +38803,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42504,16 +43419,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42575,12 +43490,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42661,10 +43570,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -46113,7 +47018,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46156,8 +47061,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46169,6 +47075,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -47028,12 +47947,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47162,15 +48081,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48433,14 +49343,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49487,7 +50389,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49670,7 +50572,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49777,7 +50679,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51844,7 +52746,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51868,19 +52770,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53579,7 +54500,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54264,6 +55185,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57484,7 +58415,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57506,9 +58437,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58610,17 +59543,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58640,10 +59573,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58767,25 +59700,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60941,9 +61855,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60999,9 +61913,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -61043,10 +61957,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61067,12 +61981,15 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "計算兩個向量的外積。" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -61081,17 +61998,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61193,22 +62110,16 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "回傳參數的正切值。" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml #, fuzzy msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "計算兩個向量的外積。" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61232,12 +62143,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61264,20 +62169,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61289,19 +62184,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61998,10 +62880,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -62117,6 +63001,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62635,7 +63531,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67626,6 +68522,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68460,6 +69372,53 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +#, fuzzy +msgid "Represents the size of the [enum Hint] enum." +msgstr "回傳參數的正弦值。" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" |