summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2023-01-20 12:30:46 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-01-20 12:32:06 +0100
commit621e32971edc27bd1c2f3528534423a5a805d8e7 (patch)
tree94175659a21c1563a43fedeb7e532ea8fe190cb5
parentbebd76954c85e8c8816f410719c02d036dac491f (diff)
i18n: Sync classref translations with Weblate (3.5 branch)
(cherry picked from commit c9ae52f32e66af1b42a9ddce570d80a9f83ccbb3)
-rw-r--r--doc/translations/ar.po6
-rw-r--r--doc/translations/ca.po6
-rw-r--r--doc/translations/classes.pot10
-rw-r--r--doc/translations/cs.po6
-rw-r--r--doc/translations/de.po6
-rw-r--r--doc/translations/el.po6
-rw-r--r--doc/translations/es.po17
-rw-r--r--doc/translations/et.po6
-rw-r--r--doc/translations/fa.po6
-rw-r--r--doc/translations/fi.po6
-rw-r--r--doc/translations/fil.po6
-rw-r--r--doc/translations/fr.po16
-rw-r--r--doc/translations/gl.po6
-rw-r--r--doc/translations/hi.po6
-rw-r--r--doc/translations/hu.po6
-rw-r--r--doc/translations/id.po6
-rw-r--r--doc/translations/is.po6
-rw-r--r--doc/translations/it.po6
-rw-r--r--doc/translations/ja.po6
-rw-r--r--doc/translations/ko.po15
-rw-r--r--doc/translations/lt.po6
-rw-r--r--doc/translations/lv.po6
-rw-r--r--doc/translations/mr.po6
-rw-r--r--doc/translations/nb.po6
-rw-r--r--doc/translations/ne.po6
-rw-r--r--doc/translations/nl.po6
-rw-r--r--doc/translations/pl.po6
-rw-r--r--doc/translations/pt.po91
-rw-r--r--doc/translations/pt_BR.po80
-rw-r--r--doc/translations/ro.po6
-rw-r--r--doc/translations/ru.po267
-rw-r--r--doc/translations/sk.po6
-rw-r--r--doc/translations/sr_Cyrl.po6
-rw-r--r--doc/translations/sv.po6
-rw-r--r--doc/translations/th.po6
-rw-r--r--doc/translations/tl.po6
-rw-r--r--doc/translations/tr.po6
-rw-r--r--doc/translations/uk.po111
-rw-r--r--doc/translations/vi.po6
-rw-r--r--doc/translations/zh_CN.po611
-rw-r--r--doc/translations/zh_TW.po59
41 files changed, 923 insertions, 540 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 751017b573..eb8e6dc7b6 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -30107,7 +30107,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 1552c15271..cce60f13ac 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -30023,7 +30023,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 40ab5e3413..3c793335e2 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
+# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@@ -29900,7 +29900,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 1bd920e19b..b2072217a1 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -30498,7 +30498,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 1533aa651d..14d2291f8c 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -33701,7 +33701,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 13c4fbfe68..63ddea8f7b 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -29951,7 +29951,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 8ed223238d..9462004570 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -39,12 +39,13 @@
# Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
# Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
# yohanger <yohangerariel@gmail.com>, 2022.
+# Mateo <mfdez920@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-11-29 20:23+0000\n"
-"Last-Translator: yohanger <yohangerariel@gmail.com>\n"
+"PO-Revision-Date: 2023-01-12 06:06+0000\n"
+"Last-Translator: Mateo <mfdez920@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -52,7 +53,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -751,7 +752,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
@@ -776,7 +776,7 @@ msgid ""
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Devuelve un conjunto de diccionarios que representan la pila de llamadas "
-"actual.\n"
+"actual. Véase también [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -39560,6 +39560,7 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
@@ -39571,7 +39572,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
"Establece una imagen personalizada del cursor del ratón, que sólo es visible "
"dentro de la ventana del juego. También se puede especificar el punto de "
diff --git a/doc/translations/et.po b/doc/translations/et.po
index 7f92671d8f..b7512b6ae5 100644
--- a/doc/translations/et.po
+++ b/doc/translations/et.po
@@ -29913,7 +29913,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 787c7ff937..ce5dd6b0c2 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -30352,7 +30352,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index fc517a6ff5..0f19296424 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -30034,7 +30034,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 749fea9ef9..bfa8c75c7a 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -29919,7 +29919,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 2898e9ec19..a57c138429 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -60,13 +60,14 @@
# Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022.
# Landry Simo <landrysimo99@gmail.com>, 2022.
# Alexis Coudert <coudert.alex@gmail.com>, 2022.
+# Callim Ethee <callimethee@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-12-03 00:47+0000\n"
-"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n"
+"PO-Revision-Date: 2023-01-01 02:51+0000\n"
+"Last-Translator: Callim Ethee <callimethee@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -74,7 +75,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -137,9 +138,8 @@ msgid "Default"
msgstr "Défaut"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
-msgstr "Setter"
+msgstr "Donneur"
#: doc/tools/make_rst.py
msgid "value"
@@ -39456,7 +39456,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 67bd7d902f..9b3ea41370 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -29908,7 +29908,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 75318a4554..ca1ba04874 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -29907,7 +29907,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index e99babd548..f5a053dfc9 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -29927,7 +29927,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/id.po b/doc/translations/id.po
index ad63a828e5..8a1e757105 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -30324,7 +30324,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 6bf49858f4..0afd2be589 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -29907,7 +29907,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 37488c9ebd..35ff1ac6f3 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -31127,7 +31127,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index cabf1da54a..2798995dfa 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -33191,7 +33191,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index 72a7780a4c..3b3137f849 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -19,12 +19,13 @@
# 이지민 <jiminaleejung@gmail.com>, 2022.
# nulltable <un5450@naver.com>, 2022.
# Godoto <aicompose@gmail.com>, 2022.
+# 오지훈 <jule1130@naver.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-10-18 18:00+0000\n"
-"Last-Translator: Godoto <aicompose@gmail.com>\n"
+"PO-Revision-Date: 2023-01-19 14:47+0000\n"
+"Last-Translator: 오지훈 <jule1130@naver.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@@ -32,11 +33,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "서술"
+msgstr "설명"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -30234,7 +30235,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index 1cf0ffef48..c52d238af9 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -29917,7 +29917,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index fd9ddf6f51..bf5aa78341 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -29925,7 +29925,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 19db2e5f94..71013cc0e7 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -29905,7 +29905,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 3b7f482e48..6431d1756d 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -29917,7 +29917,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index c616f7b4e1..b043d7c5af 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -29905,7 +29905,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index cf40d032cf..de3a4a7497 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -29978,7 +29978,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index cd2bedd302..a5c59f489b 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -30529,7 +30529,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index d3d9b9aadf..0f7b9f54e3 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Reubens Sanders <reubensst@protonmail.com>, 2021.
-# ssantos <ssantos@web.de>, 2022.
+# ssantos <ssantos@web.de>, 2022, 2023.
# Felipe SiFa <felipe@logus.digital>, 2022.
# Renu <ifpilucas@gmail.com>, 2022.
# Diogo Gomes <dgomes@graphnode.com>, 2022.
@@ -18,7 +18,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-11-18 16:48+0000\n"
+"PO-Revision-Date: 2023-01-11 16:51+0000\n"
"Last-Translator: ssantos <ssantos@web.de>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
@@ -27,7 +27,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -394,8 +394,8 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
-"Retorna um caractere como uma String de um dado code point Unicode (que é "
-"compatível com ASCII code);\n"
+"Retorna um caractere como uma cadeia de caracteres de um dado code point "
+"Unicode (compatível com ASCII code);\n"
"[codeblock]\n"
"a = char(65) # a é \"A\"\n"
"a = char(65 + 32) # a é \"a\"\n"
@@ -517,15 +517,15 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
-"Compara dois valores verificando seu conteúdo real, por meio de recursão em "
-"um [Array] ou [Dictionary] em todos os seus níveis.\n"
-"Esta função se asemelha ou difere de [code]==[/code] de diversas maneiras:\n"
+"Compara dois valores verificando o conteúdo real deles, por meio de recursão "
+"em um [Array] ou [Dictionary] em todos os seus níveis.\n"
+"Esta função compara a [code]==[/code] de diversas maneiras:\n"
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto "
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n"
"- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e "
"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
-"code], sem recursão ou checagem de seu conteúdo.\n"
+"code], sem recursão ou checagem do seu conteúdo.\n"
"- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, "
"cada item no primeiro [code]Array[/code] for igual ao seu homólogo no "
"segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/"
@@ -928,7 +928,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Retorna o comprimento da Variant [code]var[/code]. Comprimento é a contagem "
-"de caracteres de uma String, contagem de elementos de uma Array, o tamanho "
+"de caracteres de uma cadeia, contagem de elementos de uma Array, o tamanho "
"de um Dicionario, etc.\n"
"[b]Note:[/b] Gera um erro fatal se Variant não puder retornar um "
"comprimento.\n"
@@ -1361,7 +1361,7 @@ msgid ""
"distinguishes them from print messages used for debugging purposes, while "
"also displaying a stack trace when an error or warning is printed."
msgstr ""
-"Converte um ou mais argumentos de qualquer tipo para string da melhor "
+"Converte um ou mais argumentos de qualquer tipo para cadeia da melhor "
"maneira possível e imprime no console\n"
"[codeblock]\n"
"a = [1, 2, 3]\n"
@@ -1370,7 +1370,7 @@ msgstr ""
"[b]Nota:[/b] Considere usar [method push_error] e [method push_warning] para "
"imprimir mensagens de erro e aviso ao invés de [method print]. Isso os "
"distinguirá de impressões com propósito de depuração e também mostrará um "
-"rastreamento de pilha quando um erro ou aviso é impresso ."
+"rastreamento de pilha quando um erro ou aviso é impresso."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1890,7 +1890,7 @@ msgid ""
"len(b) # Returns 12\n"
"[/codeblock]"
msgstr ""
-"Converte um ou mais argumentos de quaisquer tipos para string na melhor "
+"Converte um ou mais argumentos de quaisquer tipos para cadeia na melhor "
"maneira possível.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
@@ -1909,7 +1909,7 @@ msgid ""
"print(b[\"a\"]) # Prints 1\n"
"[/codeblock]"
msgstr ""
-"Converte um string formatado que foi retornado por [method var2str] para o "
+"Converte uma cadeia formatada que foi retornada por [method var2str] para o "
"valor original.\n"
"[codeblock]\n"
"a = '{ \"a\": 1, \"b\": 2 }'\n"
@@ -2025,8 +2025,8 @@ msgid ""
" push_error(\"Invalid JSON: \" + v)\n"
"[/codeblock]"
msgstr ""
-"Verifica se [code]json[/code] contém dados JSON válidos. Retorna um String "
-"vazio se válido, ou uma mensagem de erro caso contrário.\n"
+"Verifica se [code]json[/code] contém dados JSON válidos. Retorna uma cadeia "
+"vazia se for válida ou uma mensagem de erro caso contrário.\n"
"[codeblock]\n"
"j = to_json([1, 2, 3])\n"
"v = validate_json(j)\n"
@@ -2062,8 +2062,8 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"Converte uma Variant [code]var[/code] para um string formatado que pode ser "
-"convertido de volta com [method str2var].\n"
+"Converte uma Variant [code]var[/code] para uma cadeia formatada que pode ser "
+"convertida de volta com [method str2var].\n"
"[codeblock]\n"
"a = { \"a\": 1, \"b\": 2 }\n"
"print(var2str(a))\n"
@@ -3555,59 +3555,59 @@ msgstr "Máscara da tecla Group Switch."
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button."
-msgstr "Botão esquerdo do mouse."
+msgstr "Botão esquerdo do rato."
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button."
-msgstr "Botão direito do mouse."
+msgstr "Botão direito do rato."
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button."
-msgstr "Botão central do mouse."
+msgstr "Botão central do rato."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 (only present on some mice)."
-msgstr "Primeiro botão extra do mouse (disponível em apenas alguns mouses)."
+msgstr "Primeiro botão extra do rato (disponível em apenas alguns ratos)."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 (only present on some mice)."
-msgstr "Segundo botão extra do mouse (disponível em apenas alguns mouses)."
+msgstr "Segundo botão extra do rato (disponível em apenas alguns ratos)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel up."
-msgstr "Roda do mouse para cima."
+msgstr "Roda do rato para cima."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel down."
-msgstr "Roda do mouse para baixo."
+msgstr "Roda do rato para baixo."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel left button (only present on some mice)."
-msgstr "Botão esquerdo da roda do mouse (disponível em apenas alguns mouses)."
+msgstr "Botão esquerdo da roda do rato (disponível em apenas alguns ratos)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel right button (only present on some mice)."
-msgstr "Botão direito da roda do mouse (disponível em apenas alguns mouses)."
+msgstr "Botão direito da roda do rato (disponível em apenas alguns ratos)."
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button mask."
-msgstr "Máscara do botão esquerdo do mouse."
+msgstr "Máscara do botão esquerdo do rato."
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button mask."
-msgstr "Máscara do botão direito do mouse."
+msgstr "Máscara do botão direito do rato."
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button mask."
-msgstr "Máscara do botão central do mouse."
+msgstr "Máscara do botão central do rato."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 mask."
-msgstr "Máscara do primeiro botão extra do mouse."
+msgstr "Máscara do primeiro botão extra do rato."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 mask."
-msgstr "Máscara do segundo botão extra do mouse."
+msgstr "Máscara do segundo botão extra do rato."
#: doc/classes/@GlobalScope.xml
msgid "Invalid button or axis."
@@ -4354,7 +4354,6 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"Hints that a float property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
@@ -4362,9 +4361,9 @@ msgid ""
"easing."
msgstr ""
"Sugere que uma propriedade float deve ser editada através de uma função de "
-"suavização. A string de sugestão pode incluir [code]\"attenuation\"[/code] "
-"para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para incluir "
-"também a suavização in/out."
+"flexibilização. A cadeia de sugestão pode incluir [code]\"attenuation\"[/"
+"code] para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para "
+"incluir também a flexibilização in/out."
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
@@ -17844,11 +17843,11 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
-msgstr "Enviado quando o ponteiro do mouse entra no nó."
+msgstr "Enviado quando o ponteiro do rato entra no nó."
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer exits the node."
-msgstr "Enviado quando o ponteiro do mouse sai do nó."
+msgstr "Enviado quando o ponteiro do rato sai do nó."
#: doc/classes/Control.xml
msgid "Sent when the node grabs focus."
@@ -30979,7 +30978,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@@ -37028,7 +37031,7 @@ 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."
+msgstr "Retorna a posição global do rato."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -37256,7 +37259,7 @@ 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."
+msgstr "Retorna a posição global do rato."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -65291,11 +65294,11 @@ msgstr "Emitido quando um item é editado."
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited using the right mouse button."
-msgstr "Emitido quando um item é editado com botão direito do mouse."
+msgstr "Emitido quando um item é editado com botão direito do rato."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected with the right mouse button."
-msgstr "Emitido quando um item é selecionado com o botão direito do mouse."
+msgstr "Emitido quando um item é selecionado com o botão direito do rato."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected."
@@ -65310,7 +65313,7 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when a left mouse button click does not select any item."
msgstr ""
-"Emitido quando um clique com o botão esquerdo do mouse não seleciona nenhum "
+"Emitido quando um clique com o botão esquerdo do rato não seleciona nenhum "
"item."
#: doc/classes/Tree.xml
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 463bc9c957..687566bef1 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -45,12 +45,13 @@
# Mr.Albino <ricmorsoleto@gmail.com>, 2022.
# Zer0-Zer0 <dankmemerson@tutanota.com>, 2022.
# Julio Yagami <juliohenrique31501234@hotmail.com>, 2022.
+# Andrey Gonçalves <kaptaryd@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-12-09 19:48+0000\n"
-"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
+"PO-Revision-Date: 2023-01-09 20:42+0000\n"
+"Last-Translator: Andrey Gonçalves <kaptaryd@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -58,7 +59,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -860,7 +861,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -883,8 +883,26 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
-"Retornar a interpolação ou extrapolação do fator considerando o ranger "
-"específico [code ]para[/code]"
+"Retorna o fator de interpolação ou extrapolação considerando o intervalo "
+"especificado no [code]de[/code] e [code]para[/code], e o valor interpolado "
+"especificado no [code]peso[/code]. O valor retornado irá ser entre "
+"[code]0.0[/code] e [code]1.0[/code] se [code]peso[/code] for entre [code]de[/"
+"code] e [code]para[/code] (inclusivo). Se [code]peso[/code] está fora do "
+"intervalo especificado, então um fator de extrapolação será retornado "
+"(retorna valor menor que [code]0.0[/code] ou maior que [code]1.0[/code]). "
+"Use [method clamp] no resultado do [method inverse_lerp] se isso não for o "
+"desejado.\n"
+"[codeblock]\n"
+"# A razão da interpolação no uso do `lerp()` abaixo é 0.75.\n"
+"var meio = lerp(20, 30, 0.75)\n"
+"#`meio` agora é 27.5.\n"
+"# Agora, vamos fingir que esquecemos a razão original e o queremos de "
+"volta.\n"
+"var razao = inverse_lerp(20, 30, 27.5)\n"
+"#`razao` agora é 0.75.\n"
+"[/codeblock]\n"
+"Veja também o [method lerp] que faz o inverso desta operação, e [method "
+"range_lerp] para mapear uma série contínua de valores uns aos outros."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1423,6 +1441,17 @@ msgid ""
"print_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
+"Imprime um rastreamento de pilha no local do código atual. Veja também "
+"[method get_stack]\n"
+"A saída no console seria mais ou menos assim:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] [method print_stack] só funciona se a instância em execução "
+"estiver conectada a um servidor de depuração (ou seja, uma instância do "
+"editor). [method print_stack] não funcionará em projetos exportados no modo "
+"de lançamento ou em projetos exportados no modo de depuração se não estiver "
+"conectado a um servidor de depuração."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4070,74 +4099,105 @@ msgid ""
"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 ""
+"Mensagem de pressão do canal MIDI. Esta mensagem geralmente é enviada ao "
+"pressionar a tecla após ela \"ir de dentro pra fora\". Essa mensagem é "
+"diferente do pós-toque polifônico, pois indica a pressão mais alta em todas "
+"as teclas."
#: 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 ""
+"Mensagem MIDI de dobra de tom (pitch bend). Esta mensagem é enviada para "
+"indicar uma mudança no dobrador de tom (roda ou alavanca, tipicamente)."
#: 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 ""
+"Mensagem exclusiva do sistema MIDI. Isso tem um comportamento exclusivo do "
+"dispositivo do qual você está recebendo entrada. A obtenção desses dados não "
+"está implementada no Godot."
#: 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 ""
+"Mensagem MIDI de um quarto de quadro. Contém informações de tempo usadas "
+"para sincronizar dispositivos MIDI. A obtenção desses dados não está "
+"implementada no Godot."
#: 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 ""
+"Mensagem de ponteiro de posição de música MIDI. Dá o número de semicolcheias "
+"(cada 16ª nota) desde o início da música. A obtenção desses dados não está "
+"implementada no Godot."
#: 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 ""
+"Mensagem MIDI de seleção de música. Especifica qual sequência ou música será "
+"tocada. A obtenção desses dados não está implementada no Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
+"Mensagem de solicitação de sintonia MIDI. Ao receber uma solicitação de "
+"sintonia, todos os sintetizadores analógicos devem sintonizar seus "
+"osciladores."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
+"Mensagem de relógio de tempo MIDI. Enviado 24 vezes por semínima quando a "
+"sincronização é necessária."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr ""
+"mensagem de início MIDI. Inicie a reprodução da sequência atual. Esta "
+"mensagem será seguida de relógios de temporização."
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr ""
+"Mensagem de continuação MIDI. Continue no ponto em que a sequência foi "
+"interrompida."
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
-msgstr ""
+msgstr "Mensagem de parada MIDI. Pare a sequência atual."
#: 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 ""
+"Mensagem de detecção ativa de MIDI. Esta mensagem deve ser enviada "
+"repetidamente para informar ao receptor que uma conexão está ativa."
#: 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 ""
+"Mensagem de reinicialização do sistema MIDI. Redefina todos os receptores no "
+"sistema para o status de inicialização. Ele não deve ser enviado no próprio "
+"power-up."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -31205,7 +31265,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index dd88e8d66b..94c966c61c 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -29940,7 +29940,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 9d569d7760..b76873e4f1 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -57,12 +57,14 @@
# Handsless coder <yfintktajy1@gmail.com>, 2022.
# Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022.
# Григорий <bolon667@gmail.com>, 2022.
+# Artur Leonov (Depish) <depish.eskry@yandex.ru>, 2022.
+# Patrik <avdmur@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-12-06 11:48+0000\n"
-"Last-Translator: Григорий <bolon667@gmail.com>\n"
+"PO-Revision-Date: 2022-12-23 10:00+0000\n"
+"Last-Translator: Patrik <avdmur@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -71,7 +73,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -127,7 +129,7 @@ msgstr "Унаследовано:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr "(переназначает %s)"
+msgstr "(переопределяет %s)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -461,9 +463,9 @@ msgstr ""
"Ограничивает [code]value[/code], возвращая значение не меньше [code]min[/"
"code] и не больше [code]max[/code].\n"
"[codeblock]\n"
-"a = clamp(1000, 1, 20) # a будет 20\n"
-"a = clamp(-10, 1, 20) # a будет 1\n"
-"a = clamp(15, 1, 20) # a будет 15\n"
+"a = clamp(1000, 1, 20) # вернёт 20\n"
+"a = clamp(-10, 1, 20) # вернёт 1\n"
+"a = clamp(15, 1, 20) # вернёт 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -534,12 +536,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
-"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
+"[b]Примечание:[/b] [code]dectime[/code] устарел и будет удален в Godot 4.0, "
+"пожалуйста, используйте [method move_toward] вместо него.\n"
"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
-"a = dectime(60, 10, 0.1)) # a равно 59.0\n"
+"a = dectime(60, 10, 0.1)) # вернёт59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -635,7 +637,7 @@ msgstr ""
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n"
-"См. также [метод smoothstep]. Если вам нужно выполнить более сложные "
+"См. также [method smoothstep]. Если вам нужно выполнить более сложные "
"переходы, используйте [Tween] или [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -766,7 +768,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
@@ -790,22 +791,27 @@ msgid ""
"get_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Возвращает массив словарей, представляющий текущий стек вызовов.\n"
+"Возвращает массив словарей, представляющий текущий стек вызовов. См. также "
+"[method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
-" foo()\n"
+"\tfoo()\n"
"\n"
"func foo():\n"
-" bar()\n"
+"\tbar()\n"
"\n"
"func bar():\n"
-" print(get_stack())\n"
+"\tprint(get_stack())\n"
"[/codeblock]\n"
"выведет\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] [method get_stack] работает только при подключенном "
+"сервере отладки (например в редакторе). [method get_stack] не будет работать "
+"в проектах, экспортированных в режиме release или в проектах "
+"экспортированных в режиме debug, если они не подключены к серверу отладки."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -914,7 +920,8 @@ msgstr ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` теперь 0.75.\n"
"[/codeblock]\n"
-"Смотрите также [метод lerp], который выполняет обратную этой операцию."
+"Смотрите также [method lerp], который выполняет обратную операцию и [method "
+"range_lerp] для отображения последовательного ряда значений в другом."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1048,23 +1055,23 @@ msgid ""
msgstr ""
"Линейная интерполяция между двумя углами (в радианах) по нормализованному "
"значению.\n"
-"Аналогично [методу lerp], но корректно интерполируется, когда углы "
-"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную "
-"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
-"или [методом smoothstep].\n"
+"Аналогично [method lerp], но корректно интерполируется, когда углы "
+"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную "
+"интерполяцию с помощью [method lerp_angle], объедините его с [method ease] "
+"или [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
+"\tvar min_angle = deg2rad(0.0)\n"
+"\tvar max_angle = deg2rad(90.0)\n"
+"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+"\telapsed += delta\n"
"[/codeblock]\n"
"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между "
"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими "
-"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + "
-"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
+"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + k "
+"* TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] "
"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, "
"weight)[/code] оборачивается по часовой."
@@ -1098,6 +1105,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
@@ -1124,19 +1132,19 @@ msgstr ""
"ссылаются в другом месте, например, в другом скрипте или в сцене), что может "
"вызвать небольшую задержку, особенно при загрузке сцен. Чтобы избежать "
"ненужных задержек при многократной загрузке чего-либо, либо сохраните ресурс "
-"в переменной, либо используйте [метод preload].\n"
+"в переменной, либо используйте [method preload].\n"
"[b]Примечание: [/b] Пути к ресурсам можно получить, щёлкнув правой кнопкой "
"мыши на ресурсе в панели «Файловая система» и выбрав \"Копировать путь\" или "
"перетащив файл из панели «Файловая система» в сценарий.\n"
"[codeblock]\n"
"# Load a scene called main located in the root of the project directory and "
"cache it in a variable.\n"
-"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
-"resource.\n"
+"var main = load(\"res://main.tscn\") # main будет содержать объект "
+"PackedScene.\n"
"[/codeblock]\n"
"[b]Важно:[/b] Путь должен быть абсолютным, локальный путь просто вернет "
"[code]null[/code].\n"
-"Этот метод представляет собой упрощенную версию [метода ResourceLoader."
+"Этот метод представляет собой упрощенную версию [method ResourceLoader."
"load], который можно использовать для более сложных сценариев."
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1449,6 +1457,16 @@ msgid ""
"print_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
+"Выводит стек вызовов из текущей функции. Смотрите также: [method "
+"get_stack].\n"
+"Вывод в консоли будет примерно таким:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]\n"
+"[b]Примечание:[/b] [method print_stack] работает только при подключенном "
+"сервере отладки (например в редакторе). [method print_stack] не будет "
+"работать в проектах, экспортированных в режиме release или в проектах "
+"экспортированных в режиме debug, если они не подключены к серверу отладки."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1687,7 +1705,7 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"Возвращает массив с заданным диапазоном. [метод range] может быть вызван "
+"Возвращает массив с заданным диапазоном. [method range] может быть вызван "
"тремя способами:\n"
"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и "
"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это "
@@ -1702,16 +1720,16 @@ msgstr ""
"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] "
"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это "
"[code]0[/code], будет выведено сообщение об ошибке.\n"
-"[метод range] преобразует все аргументы в [int] перед обработкой.\n"
+"[method range] преобразует все аргументы в [int] перед обработкой.\n"
"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не "
"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или "
"[code]range(5, 5, 1)[/code]).\n"
"Примеры:\n"
"[codeblock]\n"
-"print(range(4)) # Prints [0, 1, 2, 3]\n"
-"print(range(2, 5)) # Prints [2, 3, 4]\n"
-"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
-"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
+"print(range(4)) # Выведет [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Выведет [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Выведет [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Выведет [4, 3, 2]\n"
"[/codeblock]\n"
"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n"
"[codeblock]\n"
@@ -1739,6 +1757,18 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Ограничивает [code]значение[/code] из диапазона [code][istart, istop][/code] "
+"до диапазона [code][ostart, ostop][/code]. Смотрите также [method lerp] и "
+"[method inverse_lerp]. Если [code]значение[/code] за пределами [code]"
+"[istart, istop][/code], тогда, выходное значение тоже будет за пределами "
+"[code][ostart, ostop][/code]. Используйте [method clamp] со значением "
+"полученным от [method range_lerp] если не хотите выходить за пределы.[/"
+"code]\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Возвращает 0.5\n"
+"[/codeblock]\n"
+"Для случаев где вам нужно несколько диапазонов, используйте [Curve] или "
+"[Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1755,10 +1785,10 @@ msgstr ""
"в большую сторону.\n"
"[codeblock]\n"
"a = round(2.49) # Возвращает 2.0\n"
-"a = round(2.5) # Возвращает 3.0\n"
+"a = round(2.5)\t# Возвращает 3.0\n"
"a = round(2.51) # Возвращает 3.0\n"
"[/codeblock]\n"
-"См. также[метод floor], [метод ceil], [метод stepify], и [int]."
+"См. также[method floor], [method ceil], [method stepify], и [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1852,14 +1882,15 @@ msgstr ""
"S-образной кривой, которая соответствует значению [code]s[/code] между "
"[code]0[/code] и [code]1[/code].\n"
"S-образная кривая является кубическим эрмитовым сплайном, заданным функцией "
-"[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
+"[code]f(y) = 3*y^2 - 2*y^3[/code], где [code]y = (x-from) / (to-from)[/"
+"code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Возвращает 0.0\n"
"smoothstep(0, 2, 0.5) # Возвращает 0.15625\n"
"smoothstep(0, 2, 1.0) # Возвращает 0.5\n"
"smoothstep(0, 2, 2.0) # Возвращает 1.0\n"
"[/codeblock]\n"
-"В сравнении с [method ease] со значение кривой [code]-1.6521[/code], [метод "
+"В сравнении с [method ease] со значение кривой [code]-1.6521[/code], [method "
"smoothstep] возвращает наиболее плавную кривую без внезапных изменений "
"производной. Если вам нужно выполнить более продвинутые перемещения, "
"используйте [Tween] или [AnimationPlayer].\n"
@@ -1956,8 +1987,8 @@ msgid ""
"print(b[\"a\"]) # Prints 1\n"
"[/codeblock]"
msgstr ""
-"Преобразует форматированную строку, которая была возвращена [методом "
-"var2str] в исходное значение.\n"
+"Преобразует форматированную строку, которая была возвращена [method var2str] "
+"в исходное значение.\n"
"[codeblock]\n"
"a = '{ \"a\": 1, \"b\": 2 }'\n"
"b = str2var(a)\n"
@@ -2265,7 +2296,7 @@ msgid ""
msgstr ""
"Останавливает выполнение функции и возвращает текущее приостановленное "
"состояние вызывающей функции.\n"
-"Вызывающая функция должна вызвать [метод GDScriptFunctionState.resume] на "
+"Вызывающая функция должна вызвать [method GDScriptFunctionState.resume] на "
"состоянии для возобновления выполнения. Это аннулирует состояние. Внутри "
"возобновленной функции [code]yield()[/code] возвращает все, что было "
"передано в вызов функции [code]resume()[/code].\n"
@@ -2278,21 +2309,21 @@ msgstr ""
"работы функции:\n"
"[codeblock].\n"
"func _ready():\n"
-" yield(countdown(), \"completed\") # ожидание завершения функции "
+"\tyield(countdown(), \"completed\") # ожидание завершения функции "
"countdown()\n"
-" print('Ready')\n"
+"\tprint('Ready')\n"
"\n"
"func countdown():\n"
-" yield(get_tree(), \"idle_frame\") # возвращает объект "
+"\tyield(get_tree(), \"idle_frame\") # возвращает объект "
"GDScriptFunctionState для функции _ready()\n"
-" print(3)\n"
-" yield(get_tree().create_timer(1.0), \"timeout\")\n"
-" print(2)\n"
-" yield(get_tree().create_timer(1.0), \"timeout\")\n"
-" print(1)\n"
-" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\tprint(3)\n"
+"\tyield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\tprint(2)\n"
+"\tyield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\tprint(1)\n"
+"\tyield(get_tree().create_timer(1.0), \"timeout\")\n"
"\n"
-"# печатает:\n"
+"# выведет:\n"
"# 3\n"
"# 2\n"
"# 1\n"
@@ -13808,6 +13839,7 @@ msgid "Camera node for 2D scenes."
msgstr ""
#: doc/classes/Camera2D.xml
+#, fuzzy
msgid ""
"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
"following this node. This makes it easier (and faster) to program scrollable "
@@ -13836,7 +13868,7 @@ msgstr ""
"Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает "
"фактическое положение экрана, которое может отличаться из-за примененного "
"сглаживания или ограничений. Для получения реального положения можно "
-"использовать [метод get_camera_screen_center]."
+"использовать [method get_camera_screen_center]."
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
@@ -16052,11 +16084,11 @@ msgstr ""
"свойства (например, CanvasItem.modulate) могут принимать значения больше 1 "
"(пересвет или цвета HDR).\n"
"Вы также можете создать цвет из стандартизированных имен цветов с помощью "
-"[метода @GDScript.ColorN] или непосредственно используя определенные здесь "
+"[method @GDScript.ColorN] или непосредственно используя определенные здесь "
"цветовые константы. Стандартизированный набор цветов основан на [url=https://"
"en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n"
"Если вы хотите задать значения в диапазоне от 0 до 255, вам следует "
-"использовать [метод @GDScript.Color8].\n"
+"использовать [method @GDScript.Color8].\n"
"[b]Примечание:[/b] В булевом контексте значение Color будет равно "
"[code]false[/code], если оно равно [code]Color(0, 0, 0, 0, 1)[/code] "
"(непрозрачный черный). В противном случае значение Color всегда будет равно "
@@ -17703,24 +17735,24 @@ msgid ""
msgstr ""
"Виртуальный метод, который должен быть реализован пользователем. Используйте "
"этот метод для обработки и приема входных данных на элементах "
-"пользовательского интерфейса. См. [метод accept_event].\n"
+"пользовательского интерфейса. См. [method accept_event].\n"
"Пример: щелчок по элементу управления.\n"
"[codeblock].\n"
"func _gui_input(event):\n"
-" if event is InputEventMouseButton:\n"
-" if event.button_index == BUTTON_LEFT and event.pressed:\n"
-" print(\"На меня нажали D:\")\n"
+"\tif event is InputEventMouseButton:\n"
+"\t\tif event.button_index == BUTTON_LEFT and event.pressed:\n"
+"\t\t\tprint(\"На меня нажали D:\")\n"
"[/codeblock].\n"
"Событие не сработает, если:\n"
-"* щелчок вне элемента управления (см. [метод has_point]);\n"
+"* щелчок вне элемента управления (см. [method has_point]);\n"
"* у элемента управления [member mouse_filter] установлено значение [constant "
"MOUSE_FILTER_IGNORE];\n"
"* элемент управления загорожен другим [Control] сверху, у которого [member "
"mouse_filter] не установлен на [constant MOUSE_FILTER_IGNORE];\n"
"* родитель элемента управления имеет [member mouse_filter], установленный на "
"[constant MOUSE_FILTER_STOP] или принял событие;\n"
-"* событие происходит вне прямоугольника родителя, и у родителя включен [член "
-"rect_clip_content] или [метод _clips_input].\n"
+"* событие происходит вне прямоугольника родителя, и у родителя включен "
+"[member rect_clip_content] или [method _clips_input].\n"
"[b]Примечание:[/b] Положение события относительно начала элемента управления."
#: doc/classes/Control.xml
@@ -17852,7 +17884,7 @@ msgstr ""
"получении элементов темы для элемента управления.\n"
"[b]Примечание:[/b] Переопределение можно удалить, присвоив ему значение "
"[code]null[/code]. Это поведение устарело и будет удалено в версии 4.0, "
-"используйте [метод remove_stylebox_override] вместо этого.\n"
+"используйте [method remove_stylebox_override] вместо этого.\n"
"См. также [метод get_stylebox].\n"
"[b]Пример изменения свойства в StyleBox путем его дублирования:[/b]\n"
"[codeblock]\n"
@@ -17867,7 +17899,7 @@ msgstr ""
"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Удалите переопределение стилей.\n"
"$MyButton.add_stylebox_override(\"normal\", null)\n"
-"[/codeblock]."
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -18583,7 +18615,7 @@ msgstr ""
"необходимое для появления всплывающей подсказки с помощью опции [code]gui/"
"timers/tooltip_delay_sec[/code] в Настройках проекта.\n"
"Всплывающая подсказка будет использовать либо реализацию по умолчанию, либо "
-"пользовательскую, которую вы можете создать, переопределив [метод "
+"пользовательскую, которую вы можете создать, переопределив [method "
"_make_custom_tooltip]. Всплывающая подсказка по умолчанию включает "
"[PopupPanel] и [Label], свойства темы которых можно настроить с помощью "
"методов [Theme] с [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/"
@@ -23673,17 +23705,17 @@ msgstr ""
"состояние можно было восстановить при возврате на вкладку). Эти данные "
"автоматически сохраняются для каждой сцены в файле [code]editstate[/code] в "
"папке метаданных редактора. Если вы хотите сохранить глобальные (независимые "
-"от сцены) данные редактора для вашего плагина, вы можете использовать [метод "
-"get_window_layout] вместо этого.\n"
+"от сцены) данные редактора для вашего плагина, вы можете использовать "
+"[method get_window_layout] вместо этого.\n"
"Используйте [method set_state] для восстановления сохраненного состояния.\n"
"[b]Примечание:[/b] Этот метод не следует использовать для сохранения важных "
"настроек, которые должны сохраняться в проекте.\n"
"[b]Примечание:[/b] Для корректного сохранения и восстановления состояния "
-"необходимо реализовать [метод get_plugin_name].\n"
+"необходимо реализовать [method get_plugin_name].\n"
"[codeblock].\n"
"func get_state():\n"
-" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
-" return state\n"
+"\tvar state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+"\treturn state\n"
"[/codeblock]"
#: doc/classes/EditorPlugin.xml
@@ -27854,7 +27886,7 @@ msgstr ""
"Вершины каждого многоугольника будут округлены в соответствии с типом "
"[code]join_type[/code], см. [enum PolyJoinType].\n"
"В результате операции может быть получен внешний многоугольник (граница) и "
-"внутренний многоугольник (отверстие), которые можно отличить, вызвав [метод "
+"внутренний многоугольник (отверстие), которые можно отличить, вызвав [method "
"is_polygon_clockwise].\n"
"[b]Примечание:[/b] Для специального перевода вершин многоугольника "
"используйте метод [method Transform2D.xform]:\n"
@@ -28261,9 +28293,9 @@ msgstr ""
"занимает от 5 до 20 секунд в большинстве сцен. Уменьшение [member subdiv] "
"может ускорить запекание.\n"
"[b]Примечание:[/b] [GeometryInstance]ы и [Light]ы должны быть полностью "
-"готовы до вызова [метода bake]. Если вы создаете их процедурно и некоторые "
+"готовы до вызова [method bake]. Если вы создаете их процедурно и некоторые "
"сетки или освещение отсутствуют в вашем запекаемом [GIProbe], используйте "
-"[code]call_deferred(\"bake\")[/code] вместо прямого вызова [метода bake]."
+"[code]call_deferred(\"bake\")[/code] вместо прямого вызова [method bake]."
#: doc/classes/GIProbe.xml
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
@@ -30899,14 +30931,14 @@ msgid ""
"in the URL. See [method String.http_escape] for an example."
msgstr ""
"Создает запрос на базовом [HTTPClient]. Если нет ошибок конфигурации, "
-"пытается подключиться, используя [метод HTTPClient.connect_to_host] и "
-"передает параметры в [метод HTTPClient.request].\n"
+"пытается подключиться, используя [method HTTPClient.connect_to_host] и "
+"передает параметры в [method HTTPClient.request].\n"
"Возвращает [constant OK], если запрос успешно создан. (Это не означает, что "
-"сервер ответил), [константа ERR_UNCONFIGURED], если не находится в дереве, "
-"[константа ERR_BUSY], если все еще обрабатывает предыдущий запрос, "
-"[константа ERR_INVALID_PARAMETER], если заданная строка не является "
-"правильным форматом URL, или [константа ERR_CANT_CONNECT], если не "
-"используется поток и [HTTPClient] не может соединиться с хостом.\n"
+"сервер ответил), [constant ERR_UNCONFIGURED], если не находится в дереве, "
+"[constant ERR_BUSY], если все еще обрабатывает предыдущий запрос, [constant "
+"ERR_INVALID_PARAMETER], если заданная строка не является правильным форматом "
+"URL, или [constant ERR_CANT_CONNECT], если не используется поток и "
+"[HTTPClient] не может соединиться с хостом.\n"
"[b]Примечание:[/b] Если [code]метод[/code] является [constant HTTPClient."
"METHOD_GET], полезная нагрузка, отправленная через [code]request_data[/"
"code], может быть проигнорирована сервером или даже привести к отклонению "
@@ -32299,7 +32331,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@@ -34067,38 +34103,38 @@ msgid ""
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
"JavaScriptObject используется для взаимодействия с объектами JavaScript, "
-"полученными или созданными с помощью [метода JavaScript.get_interface], "
-"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n"
+"полученными или созданными с помощью [method JavaScript.get_interface], "
+"[method JavaScript.create_object] или [method JavaScript.create_callback].\n"
"Пример:\n"
"[codeblock]\n"
-"расширяет Node\n"
+"extends Node\n"
"\n"
"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Эта "
"ссылка должна быть сохранена\n"
"var console = JavaScript.get_interface(\"console\")\n"
"\n"
"func _init():\n"
-" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый "
+"\tvar buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый "
"ArrayBuffer(10)\n"
-" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n"
-" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый "
+"\tprint(buf) # печатает [JavaScriptObject:OBJECT_ID]\n"
+"\tvar uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый "
"Uint8Array(buf)\n"
-" uint8arr[1] = 255\n"
-" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n"
-" console.log(uint8arr) # печатает в консоли браузера \"Uint8Array(10) "
-"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n"
+"\tuint8arr[1] = 255\n"
+"\tprints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n"
+"\tconsole.log(uint8arr) # печатает в консоли браузера \"Uint8Array(10) [ 0, "
+"255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n"
"\n"
-" # Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
-" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"\t# Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+"\tJavaScript.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
-" # Будет вызван с параметрами, переданными в обратный вызов \"forEach\".\n"
-" # [0, 0, [JavaScriptObject:1173]]\n"
-" # [255, 1, [JavaScriptObject:1173]]\n"
-" # ...\n"
-" # [0, 9, [JavaScriptObject:1180]]\n"
-" print(args)\n"
+"\t# Будет вызван с параметрами, переданными в обратный вызов \"forEach\".\n"
+"\t# [0, 0, [JavaScriptObject:1173]]\n"
+"\t# [255, 1, [JavaScriptObject:1173]]\n"
+"\t# ...\n"
+"\t# [0, 9, [JavaScriptObject:1180]]\n"
+"\tprint(args)\n"
"[/codeblock].\n"
"[b]Примечание:[/b] Доступно только в платформе HTML5."
@@ -39775,7 +39811,7 @@ msgstr "Возвращает значение задержки данного к
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr ""
-"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
+"Возвращает нормаль для точки, возвращенной [method map_get_closest_point]."
#: doc/classes/NavigationServer.xml
msgid ""
@@ -39976,10 +40012,10 @@ msgstr ""
"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
"превышена. Параметры пропускной способности также определяют размер окна "
"соединения, которое ограничивает количество надежных пакетов, которые могут "
-"находиться в пути в любой момент времени. Возвращает [константу OK], если "
-"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
+"находиться в пути в любой момент времени. Возвращает [constant OK], если "
+"клиент был создан, [constant ERR_ALREADY_IN_USE], если данный экземпляр "
"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
-"необходимо сначала вызвать [метод close_connection]) или [константу "
+"необходимо сначала вызвать [method close_connection]) или [constant "
"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
"[code]client_port[/code], клиент также будет слушать указанный порт; это "
"полезно для некоторых методов обхода NAT."
@@ -75012,23 +75048,24 @@ msgid ""
"viewport_set_render_direct_to_screen]."
msgstr ""
"Копирует видовой экран в область экрана, указанную [code]rect[/code]. Если "
-"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт "
-"не использует фреймбуфер и содержимое вьюпорта выводится непосредственно на "
-"экран. Однако обратите внимание, что корневой видовой экран рисуется "
-"последним, поэтому он будет рисоваться поверх экрана. Соответственно, вы "
-"должны установить корневой видовой экран на область, которая не покрывает "
-"область, к которой вы прикрепили этот видовой экран.\n"
+"[member Viewport.render_direct_to_screen] равен [code]true[/code], то "
+"вьюпорт не использует фреймбуфер и содержимое вьюпорта выводится "
+"непосредственно на экран. Однако обратите внимание, что корневой видовой "
+"экран рисуется последним, поэтому он будет рисоваться поверх экрана. "
+"Соответственно, вы должны установить корневой видовой экран на область, "
+"которая не покрывает область, к которой вы прикрепили этот видовой экран.\n"
"Например, вы можете установить корневой видовой экран так, чтобы он вообще "
"не отрисовывался, используя следующий код:\n"
"[codeblock].\n"
"func _ready():\n"
-" get_viewport().set_attach_to_screen_rect(Rect2())\n"
-" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"\tget_viewport().set_attach_to_screen_rect(Rect2())\n"
+"\t$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/codeblock].\n"
"Использование этого метода может привести к значительной оптимизации, "
"особенно на устройствах низкого класса. Однако за это приходится "
"расплачиваться необходимостью управлять видовыми экранами вручную. Для "
-"дальнейшей оптимизации смотрите [метод viewport_set_render_direct_to_screen]."
+"дальнейшей оптимизации смотрите [method "
+"viewport_set_render_direct_to_screen]."
#: doc/classes/VisualServer.xml
msgid ""
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 3a58e3f2a9..d82d0b12ee 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -29911,7 +29911,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 2846de07bb..2fccf2bef4 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -29922,7 +29922,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index 65cad9bf8a..b4ec51f179 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -29909,7 +29909,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 54fbdbfe27..0ca308df1c 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -30049,7 +30049,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index a9b6a9e2a9..a3d46e6b1d 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -29997,7 +29997,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 5d8f2afe29..a41bb69483 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -30744,7 +30744,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 3714c11d88..6c071cee85 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -20,8 +20,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-11-25 12:13+0000\n"
-"Last-Translator: Лев Дворский <ne3r0n@gmail.com>\n"
+"PO-Revision-Date: 2022-12-28 14:08+0000\n"
+"Last-Translator: KazanskiyMaks <kazanskiy.maks@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -30,7 +30,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -106,13 +106,11 @@ msgid "Getter"
msgstr "Отримувач"
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "Зазвичай, цей метод перевизначається користувачем, щоб він мав вплив."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
@@ -120,13 +118,11 @@ msgstr ""
"Цей метод не має побічних ефектів. Не змінює ніяку змінну екземпляра об'єкта."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "Цей метод приймає будь-яке число аргументів після описаних тут."
#: doc/tools/make_rst.py
-#, fuzzy
msgid "This method is used to construct a type."
msgstr "Цей метод використовується для побудови типів."
@@ -136,8 +132,8 @@ msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
-"Для використання, цей метод не потребує створення об'єкта, тому він може "
-"бути викликаним напряму вказавши назву класу."
+"Для виклику, метод не потребує створення об'єкта, тому він може бути "
+"використаним просто вказавши назву класу."
#: doc/tools/make_rst.py
msgid ""
@@ -285,22 +281,22 @@ msgid ""
"[/codeblock]"
msgstr ""
"Перевіряє, чи [code]condition[/code] дорівнює [code]true[/code]. Якщо "
-"[code]condition[/code] дорівнює [code]false[/code], буде згенеровано "
-"помилку. Якщо виконується у редакторі, проєкт буде також призупинено, поки "
-"ви не продовжите його. Може бути використано, як більш дієва форма [method "
-"push_error] для звітування помилок розробникам проєкту, або допоміжним "
-"користувачам.\n"
+"[code]condition[/code] дорівнює [code]false[/code], буде створено помилку. "
+"Якщо виконується в редакторі, проєкт також буде призупинено, поки ви не "
+"відновите його роботу. Можна використати, як більш дієву форму [method "
+"push_error] для звітування помилок розробникам проєкту, або користувачам "
+"доповнення (add-on).\n"
"[b]Нотатка:[/b] З міркувань продуктивності, код всередині [method assert] "
-"виконується тільки у діагностичних збірках, або коли проєкт виконується у "
-"редакторі. Не використовуйте код, який негативно впливає на виконання "
-"[method assert]. Інакше, проєкт буде поводити себе інакше, якщо він буде "
-"експортованим у режимі публікації.\n"
+"виконується тільки у діагностичних збірках, або коли проєкт виконується в "
+"редакторі. Не включайте в код, де використання [method assert] призведе до "
+"побічних ефектів. У противному разі, проєкт буде поводити себе інакше, якщо "
+"він буде експортованим у режимі публікації.\n"
"Якщо задано необов'язковий аргумент [code]message[/code], то він буде "
"показаний у додаток до повідомлення \"Assertion failed\". Ви можете "
-"скористатися цим для надання додаткових відомостей щодо того, чому перевірку "
-"не було пройдено.\n"
+"скористатися цим для надання додаткових відомостей щодо причини провалу "
+"перевірки.\n"
"[codeblock]\n"
-"# Припустимо, що ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n"
+"# Припустимо, ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n"
"var speed = -10\n"
"assert(speed < 20) # Істина, програма продовжить виконання\n"
"assert(speed >= 0) # Хиба, програму буде зупинено\n"
@@ -375,6 +371,7 @@ msgstr ""
"полярну систему (відстань до початку координат та кут)."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
@@ -384,6 +381,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
+"Заокруглює [code]s[/code] вгору (до додатної нескінченності), повертаючи "
+"найменше число, ще не менше за [code]s[/code].\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a дорівнює 2.0\n"
+"a = ceil(1.001) # a дорівнює 2.0\n"
+"[/codeblock]\n"
+"Також перегляньте [method floor], [method round], [method stepify] та [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -396,6 +400,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
+"Повертає символ, як Рядок з даного Юнікод коду(що сумісний з ASCII кодом).\n"
+"[codeblock]\n"
+"a = char(65) # a дорівнює \"A\"\n"
+"a = char(65 + 32) # a дорівнює \"a\"\n"
+"a = char(8364) # a дорівнює \"€\"\n"
+"[/codeblock]\n"
+"Це протилежність до [method ord]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -407,6 +418,13 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
+"Затискує [code]value[/code] та повертає значення, що не менше за [code]min[/"
+"code] і не більше за [code]max[/code].\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a дорівнює 20\n"
+"a = clamp(-10, 1, 20) # a дорівнює 1\n"
+"a = clamp(15, 1, 20) # a дорівнює 15\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -421,6 +439,16 @@ msgid ""
"print(a.length())\n"
"[/codeblock]"
msgstr ""
+"Конвертує один тип в інший у найкращий спосіб. Параметр [code]type[/code] "
+"використовує значення з [enum Variant.Type].\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# Виводить 1\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# Виводить 6, бо рядок \"(1, 0)\" складається з 6 символів\n"
+"print(a.length())\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -431,11 +459,10 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"Повертає абсолютне значення параметру [code]s[/code] (тобто значення без "
-"знака, працює для цілих чисел і чисел із рухомою крапкою).\n"
+"Повертає косинус кута [code]s[/code] в радіанах.\n"
"[codeblock]\n"
-"# a дорівнює 1\n"
-"a = abs(-1)\n"
+"a = cos(TAU) # a дорівнює 1.0\n"
+"a = cos(PI) # a дорівнює -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -452,11 +479,11 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Converts from decibels to linear energy (audio)."
-msgstr ""
+msgstr "Перетворює з децибел в лінійну енергію (аудіо)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "Застарілий псевдонім для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -468,6 +495,13 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[b]Нотатка:[/b] [code]dectime[/code] застарілий і буде вилучений в Godot "
+"4.0, натомість краще використовуйте [method move_toward].\n"
+"Повертає результат [code]value[/code] зменшений на [code]step[/code] * "
+"[code]amount[/code].\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a дорівнює 59.0\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -489,6 +523,23 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Порівнює два значення, шляхом порівняння їх реального вмісту, рекурсивно для "
+"будь-якого [Array] чи [Dictionary] аж до найглибшого рівня.\n"
+"Порівнюючи з [code]==[/code], відмітимо:\n"
+"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
+"code], [code]Object[/code] та [code]RID[/code] що [code]deep_equal[/code], "
+"що [code]==[/code] працюють однаково.\n"
+"- Для [code]Dictionary[/code], [code]==[/code] виявляє рівність тоді й "
+"тільки тоді, коли йде порівняння з цим самим [code]Dictionary[/code], без "
+"рекурсії чи будь-якого врахування вмісту.\n"
+"- Для [code]Array[/code], [code]==[/code] виявляє рівність тоді й тільки "
+"тоді, коли кожний елемент у першому [code]Array[/code] дорівнює відповідному "
+"елементу в другому [code]Array[/code], де порівняння проходить через "
+"[code]==[/code]. Це означає, що [code]==[/code] рекурсивно порівнює "
+"[code]Array[/code], але не [code]Dictionary[/code].\n"
+"Загалом, якщо у вас потенційно використовується [code]Dictionary[/code], і "
+"вам потрібно порівняння з урахуванням вмісту, використовуйте "
+"[code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -30098,7 +30149,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 962440bfab..36ef54b096 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -30410,7 +30410,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 966ec9b0f9..773dda130e 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -3,7 +3,7 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022.
+# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023.
# fangxvan <2661712415@qq.com>, 2020.
# yzt <834950797@qq.com>, 2020.
# 懵逼Kitty <m1330586660@163.com>, 2020, 2021.
@@ -37,7 +37,7 @@
# Juer Genie Whang <2695996944@qq.com>, 2021.
# SimonChang <simon_chang@foxmail.com>, 2021.
# zeng haochen <m18621006730@163.com>, 2021.
-# suplife <2634557184@qq.com>, 2021.
+# suplife <2634557184@qq.com>, 2021, 2023.
# Magian <magian1127@gmail.com>, 2021, 2022.
# ji233 <27987772@qq.com>, 2021.
# 沈士超 <shenshichao920@hotmail.com>, 2021.
@@ -64,7 +64,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-12-12 06:48+0000\n"
+"PO-Revision-Date: 2023-01-09 20:42+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -73,7 +73,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -730,7 +730,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
@@ -754,7 +753,7 @@ msgid ""
"get_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"返回一个表示当前调用堆栈的字典数组。\n"
+"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -769,7 +768,11 @@ msgstr ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]注意:[/b]运行中的实例连接到调试服务器(例如编辑器实例)后,[method "
+"get_stack] 才能正常工作。[method get_stack] 无法在使用发布模式导出的项目中正"
+"常工作。使用调试模式导出的项目如果没有连接到调试服务器,则该函数也无法正常工"
+"作。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1367,6 +1370,15 @@ msgid ""
"print_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
+"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n"
+"控制台中的输出是类似这样的:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]\n"
+"[b]注意:[/b]运行中的实例连接到调试服务器(例如编辑器实例)后,[method "
+"print_stack] 才能正常工作。[method print_stack] 无法在使用发布模式导出的项目"
+"中正常工作。使用调试模式导出的项目如果没有连接到调试服务器,则该函数也无法正"
+"常工作。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4407,6 +4419,18 @@ msgid ""
"[b]Note:[/b] The final colon is required to specify for properly detecting "
"built-in types."
msgstr ""
+"提示一个属性代表特定的类型。如果属性为 [constant TYPE_STRING],则可以通过创建"
+"对话框设置其类型。如果你需要创建一个 [Array] 来放置特定类型的元素,则 "
+"[code]hint_string[/code] 必须使用 [code]\":\"[/code] 来编码嵌套类型,使用 "
+"[code]\"/\"[/code] 来指定 [Resource] 类型。例如:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # 资源数组。\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# 资源二维数组。\n"
+"[/codeblock]\n"
+"[b]注意:[/b]最后的冒号是必须的,否则无法正确检测内置类型。"
#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
@@ -8808,7 +8832,6 @@ msgstr ""
"较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
#: doc/classes/Array.xml
-#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -8828,7 +8851,9 @@ msgstr ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # 将 10 个元素都初始化为 0。\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]注意:[/b]如果 [code]value[/code] 为引用类型(派生自 [Object]、[Array]、"
+"[Dictionary] 等),那么会用同一个对象的引用填充该数组,即不会创建副本。"
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9076,7 +9101,6 @@ msgstr ""
"索引之间的变化。"
#: doc/classes/Array.xml
-#, fuzzy
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
@@ -9092,6 +9116,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"对数组进行排序。\n"
+"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
+"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
+"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n"
"[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的"
"字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子。\n"
"[codeblock]\n"
@@ -9101,7 +9128,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
-#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9135,8 +9161,11 @@ msgstr ""
"对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 "
"[code]true[/code],数组中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之"
"后。\n"
-"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会"
-"导致意外的行为。\n"
+"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
+"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
+"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n"
+"[b]注意:[/b]不能随机返回一个值,因为堆排序算法期望确定的结果。随机返回一个值"
+"会导致意外的行为。\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9787,7 +9816,7 @@ msgid ""
"However, at this point in time only one interface can render to an HMD."
msgstr ""
"调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n"
-"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n"
+"在初始化了接口之后,需要启用视口的 AR/VR 模式,将开始渲染。\n"
"[b]注意:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视口上启"
"用 AR/VR 模式。\n"
"如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一"
@@ -9844,9 +9873,9 @@ msgid ""
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
-"这个接口输出到一个外部设备。如果使用主视区,屏幕上的输出是一个未经修改的左眼"
-"或右眼的缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相"
-"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视区,用于其他用途。"
+"这个接口输出到一个外部设备。如果使用主视口,屏幕上的输出是一个未经修改的左眼"
+"或右眼的缓冲区,如果没有将视口尺寸更改为 [method get_render_targetsize] 的相"
+"同长宽比,则被拉伸。使用一个单独的视口节点可以释放出主视口,用于其他用途。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -12402,14 +12431,13 @@ msgid "Clears the audio sample data buffer."
msgstr "清除音频样本数据缓冲区。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
-#, fuzzy
msgid ""
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
"is full."
msgstr ""
-"如果可以将大小为 [code]amount[/code] 的缓冲区推送到音频采样数据缓冲区而不使其"
-"溢出,则返回 [code]true[/code],否则返回 [code]false[/code]。"
+"返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/"
+"code],则缓冲区已满。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13042,7 +13070,6 @@ msgstr ""
"[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在着色器脚本中对其进行访问。"
#: doc/classes/BackBufferCopy.xml
-#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
"in the [BackBufferCopy] node is buffered with the content of the screen it "
@@ -13055,44 +13082,40 @@ msgid ""
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
-"用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖"
-"屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中使"
-"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n"
+"用于对当前显示的屏幕进行后台缓冲的节点。[BackBufferCopy] 节点中定义的区域与其"
+"覆盖屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本"
+"中使用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n"
"[b]注意:[/b]由于该节点继承自 [Node2D] 而非 [Control],锚点和边距将不会应用于"
"从 [Control] 派生的子节点。这在调整窗口大小时可能会出现问题。为避免这种情况,"
-"请将 [Control] 派生节点添加为 BackBufferCopy 节点的[i]同级[/i],不要将它们添"
-"加为其子节点。"
+"请将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i],不要将它们"
+"添加为其子节点。"
#: doc/classes/BackBufferCopy.xml
msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "缓冲区模式。见 [enum CopyMode] 常量。"
#: doc/classes/BackBufferCopy.xml
-#, fuzzy
msgid ""
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
-"BackBufferCopy 覆盖的区域。只有当 [member copy_mode] 是 [constant "
+"该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant "
"COPY_MODE_RECT] 时才使用。"
#: doc/classes/BackBufferCopy.xml
-#, fuzzy
msgid ""
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
-"禁用缓冲模式。这意味着 BackBufferCopy 节点将直接使用它所覆盖的屏幕部分。"
+"禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。"
#: doc/classes/BackBufferCopy.xml
-#, fuzzy
msgid "[BackBufferCopy] buffers a rectangular region."
-msgstr "BackBufferCopy 缓冲一个矩形区域。"
+msgstr "[BackBufferCopy] 缓冲一个矩形区域。"
#: doc/classes/BackBufferCopy.xml
-#, fuzzy
msgid "[BackBufferCopy] buffers the entire screen."
-msgstr "BackBufferCopy 缓冲整个屏幕。"
+msgstr "[BackBufferCopy] 缓冲整个屏幕。"
#: doc/classes/BakedLightmap.xml
msgid "Prerendered indirect light map for a scene."
@@ -14561,9 +14584,9 @@ msgid ""
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
"相机是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 [Viewport] "
-"节点中注册自己(当树上行)。每个视区只能激活一个相机。如果在树上没有可用的视"
-"区,相机将在全局视区中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能"
-"力,如果没有,则无法显示在该 [Viewport] 或更高视区中注册的场景。"
+"节点中注册自己(当树上行)。每个视口只能激活一个相机。如果在树上没有可用的视"
+"口,相机将在全局视口中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能"
+"力,如果没有,则无法显示在该 [Viewport] 或更高视口中注册的场景。"
#: doc/classes/Camera.xml
msgid ""
@@ -14720,7 +14743,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"返回 [Viewport] 矩形中的 2D 坐标,该坐标映射到世界空间中给定的 3D 点。\n"
-"[b]注意:[/b]当使用它来定位 3D 视区上的 GUI 元素时,如果 3D 点在相机后面,请"
+"[b]注意:[/b]当使用它来定位 3D 视口上的 GUI 元素时,如果 3D 点在相机后面,请"
"使用 [method is_position_behind] 来防止它们显示。\n"
"[codeblock]\n"
"# 这个代码块是继承自 Spatial 的脚本的一部分。\n"
@@ -14768,7 +14791,7 @@ msgstr ""
"[code]_process[/code] 方法中的变化。多普勒效果只对 [member "
"AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D."
"DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n"
-"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视区左上角的透视菜单,并"
+"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视口左上角的透视菜单,并"
"切换为[b]启用多普勒[/b]。"
#: doc/classes/Camera.xml
@@ -14816,7 +14839,7 @@ msgstr ""
#: doc/classes/Camera.xml
msgid "The horizontal (X) offset of the camera viewport."
-msgstr "相机视窗的水平(X)偏移量。"
+msgstr "相机视口的水平(X)偏移量。"
#: doc/classes/Camera.xml
msgid ""
@@ -14852,7 +14875,7 @@ msgstr ""
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
-msgstr "相机视窗的垂直(Y)偏移量。"
+msgstr "相机视口的垂直(Y)偏移量。"
#: doc/classes/Camera.xml
msgid ""
@@ -15023,7 +15046,7 @@ msgstr ""
msgid ""
"Make this the current 2D camera for the scene (viewport and layer), in case "
"there are many cameras in the scene."
-msgstr "使之成为该场景(视区和图层)的当前 2D 相机,以防场景中有很多相机。"
+msgstr "使之成为该场景(视口和图层)的当前 2D 相机,以防场景中有很多相机。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -15070,7 +15093,7 @@ msgid ""
"or not a [Viewport], uses the default viewport instead."
msgstr ""
"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不"
-"是 [Viewport],则使用默认的视区。"
+"是 [Viewport],则使用默认的视口。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -15883,11 +15906,11 @@ msgstr "返回此项目的变换矩阵。"
#: doc/classes/CanvasItem.xml
msgid "Returns the viewport's boundaries as a [Rect2]."
-msgstr "以 [Rect2] 形式返回视区的边界。"
+msgstr "以 [Rect2] 形式返回视口的边界。"
#: doc/classes/CanvasItem.xml
msgid "Returns this item's transform in relation to the viewport."
-msgstr "返回这个项目相对于视区的变换。"
+msgstr "返回这个项目相对于视口的变换。"
#: doc/classes/CanvasItem.xml
msgid "Returns the [World2D] where this item is in."
@@ -16281,7 +16304,7 @@ msgid ""
"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
-"启用时,该 [CanvasLayer] 会使用视区的变换,所以它会随相机移动,而不是保持在屏"
+"启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏"
"幕上的某个固定位置。\n"
"与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。"
@@ -19193,7 +19216,7 @@ msgid ""
msgstr ""
"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 "
"[ConfigFile] 对象中。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19204,7 +19227,7 @@ msgid ""
msgstr ""
"加载指定为参数的加密配置文件,使用提供的 [code]key[/code] 对其解密。解析文件"
"的内容并将其加载到调用该方法的 [ConfigFile] 对象中。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19215,7 +19238,7 @@ msgid ""
msgstr ""
"加载作为参数的加密配置文件,使用提供的 [code]password[/code] 解密。该文件的内"
"容被解析并加载到调用该方法的 [ConfigFile] 对象中。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19225,7 +19248,7 @@ msgid ""
msgstr ""
"将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 "
"ConfigFile 对象中。\n"
-"返回 [enum Error] 常量之一,成功时返回 [code]OK[/code]。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19235,7 +19258,7 @@ msgid ""
msgstr ""
"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结"
"构。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19246,7 +19269,7 @@ msgid ""
msgstr ""
"使用提供的 [code]key[/code] 将 [ConfigFile] 对象的内容保存到作为参数指定的 "
"AES-256 加密文件中。输出文件使用 INI 样式的结构。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19257,7 +19280,7 @@ msgid ""
msgstr ""
"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供"
"的 [code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19380,7 +19403,7 @@ msgid ""
"code] methods provided by this class."
msgstr ""
"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形、相对于其父控件或"
-"当前视窗的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生"
+"当前视口的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生"
"变化时,边距会自动更新。\n"
"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。要"
"构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
@@ -19557,8 +19580,8 @@ msgid ""
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input]."
msgstr ""
-"将输入事件标记为已处理。一旦接受输入事件,它就会停止传播,甚至传播到正在侦听"
-"[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。"
+"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 "
+"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。"
#: doc/classes/Control.xml
msgid ""
@@ -20647,7 +20670,7 @@ msgid ""
"handled."
msgstr ""
"关闭模态控件时,输入是否传播。\n"
-"如果为 [code]false[/code],事件处理将停止在视区的输入事件处理。该视区会先将模"
+"如果为 [code]false[/code],事件处理将停止在视口的输入事件处理。该视口会先将模"
"态控件隐藏,然后再将输入标记为已处理。"
#: doc/classes/Control.xml
@@ -20800,7 +20823,7 @@ msgstr ""
"这个值进行缩放。\n"
"[b]注意:[/b]这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来是"
"像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=$DOCS_URL/tutorials/"
-"rendering/multiple_resolutions.html]文档[/url]中描述的合适的视窗拉伸模式,而"
+"rendering/multiple_resolutions.html]文档[/url]中描述的合适的视口拉伸模式,而"
"不是单独缩放控件。\n"
"[b]注意:[/b]如果控件节点是 [Container] 节点的子节点,当场景实例化时,缩放将"
"被重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用 "
@@ -24076,7 +24099,7 @@ msgstr ""
#: doc/classes/CylinderShape.xml
msgid "Cylinder shape for collisions."
-msgstr "碰撞用的圆柱体形状。"
+msgstr "用于碰撞的圆柱体形状。"
#: doc/classes/CylinderShape.xml
msgid ""
@@ -24085,6 +24108,9 @@ msgid ""
"engine, there are several known bugs with cylinder collision shapes. Using "
"[CapsuleShape] or [BoxShape] instead is recommended."
msgstr ""
+"用于碰撞的圆柱体形状。\n"
+"[b]注意:[/b]使用 GodotPhysics 而非默认的 Bullet 物理引擎时,圆柱体碰撞形状存"
+"在已知的问题。推荐使用 [CapsuleShape] 或 [BoxShape] 代替。"
#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
@@ -24665,7 +24691,7 @@ msgstr ""
"将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 "
"[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 "
"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n"
-"返回 [enum Error] 代码常量之一([code]OK[/code] 成功时)。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24677,7 +24703,7 @@ msgid ""
msgstr ""
"将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相"
"对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24685,8 +24711,8 @@ msgid ""
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
-"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code]和"
-"[code].[/code]被认为是目录)。"
+"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code] 和 "
+"[code].[/code] 属于目录)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24707,16 +24733,16 @@ msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
-"返回当前打开目录的绝对路径(例如[code]res://文件夹[/code]或[code]C:\\tmp\\文"
-"件夹[/code])。"
+"返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:"
+"\\tmp\\文件夹[/code])。"
#: doc/classes/Directory.xml
msgid ""
"Returns the currently opened directory's drive index. See [method get_drive] "
"to convert returned index to the name of the drive."
msgstr ""
-"返回当前打开的目录的驱动器索引。请参阅[method get_drive]将返回的索引转换为驱"
-"动器的名称。"
+"返回当前打开的目录的驱动器索引。请参阅 [method get_drive] 将返回的索引转换为"
+"驱动器的名称。"
#: doc/classes/Directory.xml
msgid ""
@@ -24757,11 +24783,12 @@ msgid ""
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
-"返回当前目录中的下一个元素(文件或目录)(包括[code].[/code]和[code].[/"
-"code],除非[code]skip_navigational[/code]被赋予[method list_dir_begin])。\n"
+"返回当前目录中的下一个元素(文件或目录。除非将 [code]skip_navigational[/"
+"code] 赋予 [method list_dir_begin],否则包括 [code].[/code] 和 [code].[/"
+"code])。\n"
"返回的是文件或目录的名称(而不是它的完整路径)。一旦流被完全处理,该方法返回"
-"一个空的String,并自动关闭流(即在这种情况下,[method list_dir_end]将不是强制"
-"性的)。"
+"一个空的 String,并自动关闭流(即在这种情况下,[method list_dir_end] 将不是强"
+"制性的)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24808,7 +24835,7 @@ msgstr ""
"创建一个目录。参数可以是当前目录的相对路径,也可以是绝对路径。目标目录应该放"
"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅 [method "
"make_dir_recursive])。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24817,9 +24844,9 @@ msgid ""
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间"
+"通过递归调用 [method make_dir] 方法,创建一个目标目录和其路径中所有必要的中间"
"目录。参数可以是相对于当前目录的,也可以是绝对路径。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24833,7 +24860,7 @@ msgstr ""
"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径"
"内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/"
"code])。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24847,7 +24874,7 @@ msgstr ""
"永久删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果"
"目标目录不是空的,操作将失败。\n"
"如果你不想永久删除该文件/目录,请使用 [method OS.move_to_trash] 代替。\n"
-"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24860,7 +24887,7 @@ msgstr ""
"将 [code]from[/code] 文件或目录重命名且移动到 [code]to[/code] 目标。两个参数"
"都应该是文件或目录的相对路径或绝对路径。如果目标文件或目录存在且不受访问保"
"护,它将被覆盖。\n"
-"返回 [enum Error] 代码常量之一,成功时返回 [code]OK[/code]。"
+"返回 [enum Error] 错误码常量(成功时为 [code]OK[/code])。"
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
@@ -25127,7 +25154,7 @@ msgid ""
"This can be a negative number to make the distance between words smaller."
msgstr ""
"空格字符(在 [member extra_spacing_char] 之外)的额外间距,单位为像素。\n"
-"这可以是负数,使字符之间的距离更小。"
+"可以是负数,会使字符之间的距离更小。"
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
@@ -25166,9 +25193,9 @@ msgid ""
"control whose size changes over time, unless a pixel art aesthetic is "
"desired."
msgstr ""
-"如果为 [code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将"
-"使字体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议"
-"启用这个功能,除非是像素设计。"
+"如果为 [code]true[/code],将使用过滤功能。如果字体过采样被禁用或无法生效,字"
+"体在缩放时会变得模糊,而非像素化。在尺寸会随时变化的控件中使用字体时,建议启"
+"用这个功能,除非想要像素画风格。"
#: doc/classes/DynamicFont.xml
msgid ""
@@ -25176,8 +25203,8 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
-"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或"
-"无效时,可改善字体缩小时的表现。"
+"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过采样被禁用或无"
+"法生效时,可改善字体缩小时的表现。"
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -25229,7 +25256,7 @@ msgid ""
"and viewport stretch mode."
msgstr ""
"如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的字体过采样,忽略 [member "
-"SceneTree.use_font_oversampling] 的值和视口拉伸模式。"
+"SceneTree.use_font_oversampling] 的值和视口的拉伸模式。"
#: doc/classes/DynamicFontData.xml
msgid "Disables font hinting (smoother but less crisp)."
@@ -26338,7 +26365,7 @@ msgstr ""
"新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和"
"(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对 "
"[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、"
-"[ScriptEditor]、编辑器视窗和场景信息的访问。\n"
+"[ScriptEditor]、编辑器视口和场景信息的访问。\n"
"[b]注意:[/b]这个类不应该直接实例化。相反,使用 [method EditorPlugin."
"get_editor_interface] 访问单例。"
@@ -26414,7 +26441,7 @@ msgid ""
msgstr ""
"返回主编辑器控件。将其作为主屏幕的父控件。\n"
"[b]注意:[/b]这将返回包含整个编辑器的主编辑器控件,而不是具体的 2D或 3D 视"
-"窗。\n"
+"口。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
@@ -26734,7 +26761,7 @@ msgid ""
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
-"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视区中为 "
+"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视口中为 "
"[Spatial] 添加自定义的小工具。\n"
"注册插件的示例见 [method add_inspector_plugin]。"
@@ -26830,8 +26857,8 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
-"引擎会在 2D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] [Control] "
-"进行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n"
+"引擎会在 2D 编辑器的视口发生更新时调用。使用 [code]overlay[/code] [Control] "
+"进行绘制。你可以通过调用 [method update_overlays] 手动更新视口。\n"
"[codeblock]\n"
"func forward_canvas_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
@@ -26840,7 +26867,7 @@ msgstr ""
"\n"
"func forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
-" # 当光标被移动时,重绘视窗。\n"
+" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return true\n"
" return false\n"
@@ -26883,7 +26910,7 @@ msgid ""
" return forward\n"
"[/codeblock]"
msgstr ""
-"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视窗中发生按"
+"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视口中发生按"
"键输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code] "
"[EditorPlugin]消耗键值[code]event[/code],否则将键值[code]event[/code]转发给"
"其他Editor类。例子:\n"
@@ -26922,9 +26949,9 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
-"引擎会在 3D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] 控件 "
+"引擎会在 3D 编辑器的视口发生更新时调用。使用 [code]overlay[/code] 控件 "
"[Control] 进行绘制。你可以通过调用 [method update_overlays] 更新覆盖手动更新"
-"视窗。\n"
+"视口。\n"
"[codeblock]\n"
"func forward_spatial_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
@@ -26932,7 +26959,7 @@ msgstr ""
"\n"
"func forward_spatial_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
-" # 当光标被移动时,重绘视窗。\n"
+" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return true\n"
" return false\n"
@@ -26975,7 +27002,7 @@ msgid ""
" return forward\n"
"[/codeblock]"
msgstr ""
-"在当前编辑的场景中存在根节点时调用,实现[method handles]并在3D视窗中发生按键"
+"在当前编辑的场景中存在根节点时调用,实现[method handles]并在3D视口中发生按键"
"输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code],则"
"[EditorPlugin]会使用键值[code]event[/code],否则将键值[code]event[/code]转发"
"到其他Editor类。例子:\n"
@@ -27245,7 +27272,7 @@ msgid ""
"once and it will work permanently for this plugin."
msgstr ""
"启用 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] 和 3D 编辑"
-"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。"
+"器的 [method forward_spatial_force_draw_over_viewport] 在其视口更新时的调用。"
"你只需要调用这个方法一次,它就会对这个插件永久起作用。"
#: doc/classes/EditorPlugin.xml
@@ -27312,7 +27339,7 @@ msgid ""
"forward_spatial_draw_over_viewport] and [method "
"forward_spatial_force_draw_over_viewport] to be called."
msgstr ""
-"更新 2D 和 3D 编辑器视窗的覆盖层。导致方法 [method "
+"更新 2D 和 3D 编辑器视口的覆盖层。导致方法 [method "
"forward_canvas_draw_over_viewport]、[method "
"forward_canvas_force_draw_over_viewport]、[method "
"forward_spatial_draw_over_viewport] 和 [method "
@@ -27890,7 +27917,6 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "可用于为编辑器添加扩展功能的基础脚本。"
#: doc/classes/EditorScript.xml
-#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -27927,7 +27953,9 @@ msgstr ""
" print(\"Hello from the Godot Editor!\")\n"
"[/codeblock]\n"
"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制台"
-"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。"
+"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。\n"
+"[b]注意:[/b]EditorScript 进行了引用计数,不再被引用时就会被销毁。在进行异步"
+"操作时,如果不再存在对该脚本的引用,就可能造成错误。"
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
@@ -37769,6 +37797,7 @@ msgstr ""
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
@@ -37780,7 +37809,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 "
"[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 "
@@ -37801,7 +37834,7 @@ msgid ""
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
-"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
+"设置该视口中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
@@ -41529,7 +41562,6 @@ msgstr ""
"如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。"
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
@@ -41540,7 +41572,9 @@ msgid ""
msgstr ""
"灯光的大小,使用 Godot 的单位。只在烘焙的光照贴图中考虑,并且只在 [member "
"light_bake_mode] 被设置为 [constant BAKE_ALL] 时考虑。增加这个值会使阴影看起"
-"来更模糊。这可以在一定程度上用于模拟区域灯光。"
+"来更模糊。这可以在一定程度上用于模拟区域灯光。\n"
+"[b]注意:[/b][member light_size] 不受 [member Spatial.scale] 的影响(无论是该"
+"灯光的缩放还是其父节点的缩放)。"
#: doc/classes/Light.xml
msgid ""
@@ -44044,7 +44078,7 @@ msgid ""
"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
"用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏上的工具从现有的 "
-"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视区顶部选择[b]精灵 > 转换"
+"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视口顶部选择[b]精灵 > 转换"
"为 MeshInstance2D[/b]。"
#: doc/classes/MeshInstance2D.xml
@@ -45547,7 +45581,6 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 3D 代理。"
#: doc/classes/NavigationAgent.xml
-#, fuzzy
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 "
@@ -45574,7 +45607,9 @@ msgstr ""
"[NavigationAgent] 是物理安全的。\n"
"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一"
"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个"
-"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
+"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。\n"
+"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线"
+"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45867,7 +45902,6 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 2D 代理。"
#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
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 "
@@ -45894,7 +45928,9 @@ msgstr ""
"[NavigationAgent2D] 是物理安全的。\n"
"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一"
"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个"
-"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
+"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。\n"
+"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线"
+"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -46763,7 +46799,6 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
@@ -46805,6 +46840,8 @@ msgstr ""
"的速度触发回调。\n"
"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区"
"域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n"
+"[b]注意:[/b]默认情况下,避障的大强度计算是在单独的线程中进行的。在不支持多线"
+"程的 HTML5 导出中,则会在主线程中进行,可能导致性能问题。\n"
"服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线"
"程中请求对地图进行任何修改。"
@@ -50536,9 +50573,9 @@ msgstr ""
"[OccluderShape] 是 [Occluder] 节点所使用的资源,用于几何遮挡剔除。\n"
"该多边形必须是凸多边形。多边形顶点的创建与删除可以在编辑器的检查器中进行,也"
"可以通过调用 [code]set_polygon_points[/code] 实现。每一条边的顶点都可以通过在"
-"编辑器视窗中拖拽手柄设置。\n"
+"编辑器视口中拖拽手柄设置。\n"
"另外,每一个多边形遮挡器都可以支持单个空洞。如果你在编辑器的检查器中为空洞添"
-"加至少三个顶点,就可以在编辑器视窗中拖拽空洞边缘顶点的句柄。\n"
+"加至少三个顶点,就可以在编辑器视口中拖拽空洞边缘顶点的句柄。\n"
"一般而言,多边形以及空洞的边数越少,运行时系统的处理速度就越快,所以在大多数"
"情况下你都只会设置 4 个顶点。"
@@ -50632,7 +50669,6 @@ msgstr ""
"光的衰减(下降)曲线。在[b]检查器[/b]中,通过右键点击曲线,可以获得许多预设。"
#: doc/classes/OmniLight.xml
-#, fuzzy
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
@@ -50641,9 +50677,11 @@ msgid ""
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
-"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member "
-"omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个"
-"半径以外的地方。"
+"该灯光的半径。请注意,根据使用的 [member omni_attenuation],有效照明区域可能"
+"看起来更小。无论使用 [member omni_attenuation] 为何值,光都不会到达此范围之外"
+"的任何东西。\n"
+"[b]注意:[/b][member omni_range] 不受 [member Spatial.scale] 的影响(无论是该"
+"灯光的缩放还是其父节点的缩放)。"
#: doc/classes/OmniLight.xml
msgid "See [enum ShadowDetail]."
@@ -51297,7 +51335,6 @@ msgid "Returns the audio driver name for the given index."
msgstr "返回给定索引的音频驱动程序名称。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On Linux, this path can be overridden by setting the "
@@ -51308,7 +51345,7 @@ msgid ""
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
-"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在桌面平台上,可以通过在启动项"
+"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在 Linux 上,可以通过在启动项"
"目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖此路径。有关更多信息,请"
"参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件"
"路径》[/url]。另请参阅 [method get_config_dir] 和 [method get_data_dir]。\n"
@@ -51362,7 +51399,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
"operating system's standards. On Linux, this path can be overridden by "
@@ -51373,7 +51409,7 @@ msgid ""
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
-"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在桌面平台上,这个路径可以在"
+"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在 Linux 上,这个路径可以在"
"启动项目前通过设置[code]XDG_CONFIG_HOME[/code]环境变量来覆盖。更多信息请参见"
"文档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》"
"[/url]。另请参阅 [method get_cache_dir] 和 [method get_data_dir]。\n"
@@ -51398,7 +51434,6 @@ msgid ""
msgstr "返回当前使用的视频驱动程序,使用[enum VideoDriver]中的一个值。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On Linux, this path can be overridden by setting the "
@@ -51409,7 +51444,7 @@ msgid ""
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
-"根据操作系统的标准,返回[i]全局[/i]用户数据目录。在桌面平台上,这个路径可以在"
+"根据操作系统的标准,返回[i]全局[/i]用户数据目录。在 Linux 上,这个路径可以在"
"启动项目前通过设置[code]XDG_DATA_HOME[/code]环境变量来覆盖。更多信息请参见文"
"档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/"
"url]。另请参阅 [method get_cache_dir] 和 [method get_config_dir]。\n"
@@ -53698,14 +53733,14 @@ msgstr ""
"使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 来配置粒子外"
"观和行为。或者,您可以添加一个将应用于所有粒子的 [ShaderMaterial]。\n"
"[b]注意:[/b][Particles] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染器,"
-"请改用 [CPUParticles]。您可以通过选择节点,单击 3D 编辑器视窗顶部的"
+"请改用 [CPUParticles]。您可以通过选择节点,单击 3D 编辑器视口顶部的"
"[b]Particles[/b]菜单,然后选择[b]转换为 CPUParticles[/b],将 [Particles] 转换"
"为 [CPUParticles]。\n"
"[b]注意:[/b]在 macOS 上,渲染 [Particles] 比 [CPUParticles] 要慢上很多,因为"
"变换反馈是在 CPU 上实现的,而不是 GPU。以 macOS 为目标时,请考虑使用 "
"[CPUParticles]。\n"
"[b]注意:[/b]在处理粒子节点后,记得通过选择它来更新其 [member "
-"visibility_aabb],单击 3D 编辑器视窗顶部的[b]Particles[/b]菜单,然后选择[b]生"
+"visibility_aabb],单击 3D 编辑器视口顶部的[b]Particles[/b]菜单,然后选择[b]生"
"成可见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。"
#: doc/classes/Particles.xml
@@ -53860,15 +53895,14 @@ msgid "Particle systems (2D)"
msgstr "粒子系统(2D)"
#: doc/classes/Particles2D.xml
-#, fuzzy
msgid "2D Particles Demo"
-msgstr "2D 平台跳跃演示"
+msgstr "2D 粒子演示"
#: doc/classes/Particles2D.xml
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
"player)"
-msgstr ""
+msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)"
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
@@ -58119,7 +58153,7 @@ msgid ""
msgstr ""
"Popup 是基本的 [Control],用于显示对话框和弹出窗口。默认情况下,它是一个子窗"
"口和模态,参阅 [Control],并具有自定义弹出行为的辅助程序。所有弹出方法都确保"
-"在视窗中正确放置。"
+"在视口中正确放置。"
#: doc/classes/Popup.xml
msgid "Popup (show the control in modal form)."
@@ -60422,7 +60456,7 @@ msgid ""
"default window size. Stretch mode settings also use this as a reference when "
"enabled."
msgstr ""
-"设置游戏的主视窗高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置"
+"设置游戏的主视口高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置"
"时,也使用此参数作为参考。"
#: doc/classes/ProjectSettings.xml
@@ -60451,7 +60485,7 @@ msgid ""
"default window size. Stretch mode settings also use this as a reference when "
"enabled."
msgstr ""
-"设置游戏的主视窗宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置"
+"设置游戏的主视口宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置"
"时,也使用此参数作为参考。"
#: doc/classes/ProjectSettings.xml
@@ -60585,7 +60619,7 @@ msgid ""
"and is the recommended setting."
msgstr ""
"如果已启用,则会在将 [member Viewport.gui_disable_input] 设为 [code]false[/"
-"code] 禁用视区的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n"
+"code] 禁用视口的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n"
"这样的行为能够帮助保持 GUI 状态的健壮,输入恢复时,无论当时发生了什么都不会产"
"生意外的结果。\n"
"如果已禁用,会使用旧有行为,除了禁用 GUI 输入本身不会进行额外操作。\n"
@@ -60596,8 +60630,8 @@ msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
-"如果为 [code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循"
-"界面惯例。"
+"如果为 [code]true[/code],在 Windows 和 UWP 的对话框中交换确定和取消按钮,以"
+"遵循界面惯例。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60639,9 +60673,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认用于确认焦点按钮、菜单或列表项,或验证输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认用于确认焦点按钮、菜单或列表项,或验证输入的 [InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60650,9 +60684,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认放弃一个模态或挂起的输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认用于放弃模态或挂起的输入的 [InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60661,9 +60695,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认在UI中向下移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认在 UI 中向下移动的 [InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60676,8 +60710,8 @@ msgid ""
msgstr ""
"默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一"
"项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60689,8 +60723,8 @@ msgid ""
msgstr ""
"默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_next]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60702,8 +60736,8 @@ msgid ""
msgstr ""
"默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_previous]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60716,8 +60750,8 @@ msgid ""
msgstr ""
"默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的"
"[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个[Control]"
-"的内部逻辑是必要的。然而,分配给动作的事件可以被修改。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
+"[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60726,9 +60760,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认在UI中向左移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认在 UI 中向左移动的[InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60742,8 +60776,8 @@ msgstr ""
"默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 "
"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹"
"配。\n"
-"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
-"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60757,8 +60791,8 @@ msgstr ""
"默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 "
"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹"
"配。\n"
-"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
-"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60767,9 +60801,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认在UI中右移的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认在 UI 中右移的[InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60780,8 +60814,8 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60790,9 +60824,9 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认在UI中向上移动[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认在 UI 中向上移动[InputEventAction]。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
+"的,无法删除。但是可以修改分配给该动作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63204,7 +63238,6 @@ msgstr ""
"的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
@@ -63224,13 +63257,18 @@ msgid ""
"debanding at run-time, set [member Viewport.debanding] on the root "
"[Viewport] instead."
msgstr ""
-"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些"
-"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为"
-"抖动模式会使无损压缩的屏幕截图更大。\n"
+"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使 3D 的带状现象明"
+"显减少。2D 渲染[i]不受[/i]去条带的影响,除非 [member Environment."
+"background_mode] 为 [constant Environment.BG_CANVAS]。此时 [member rendering/"
+"quality/intended_usage/framebuffer_allocation] 也必须设为 [b]3D[/b]。\n"
+"在某些情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条"
+"带,因为抖动模式会使无损压缩的屏幕截图更大。\n"
"[b]注意:[/b]仅在 GLES3 后端可用。[member rendering/quality/depth/hdr] 也必须"
"为 [code]true[/code] 才能使去色带有效。\n"
"[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动"
-"平台时禁用此选项。"
+"平台时禁用此选项。\n"
+"[b]注意:[/b]这个属性在项目启动时是只读的。要在运行时设置去条带,请在根 "
+"[Viewport] 上设置 [member Viewport.debanding]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -65372,6 +65410,13 @@ msgid ""
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
+"在文本中搜索编译后的模式。如果找到,则将首个匹配结果放在 [RegExMatch] 容器中"
+"返回,否则返回 [code]null[/code]。\n"
+"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次"
+"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设"
+"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 "
+"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/"
+"code] 之前的字符。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -65386,9 +65431,15 @@ msgid ""
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
+"在文本中搜索编译后的模式。返回 [RegExMatch] 容器的数组,其中包含的是互不重叠"
+"的匹配结果。如果没有找到匹配,则返回空数组。\n"
+"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次"
+"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设"
+"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 "
+"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/"
+"code] 之前的字符。"
#: modules/regex/doc_classes/RegEx.xml
-#, fuzzy
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
@@ -65403,10 +65454,14 @@ msgid ""
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 "
+"在文本中搜索编译后的模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 "
"[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例"
-"被替换,但可以对所有实例进行修改(全局替换)。可以指定要搜索的区域,而不需要"
-"修改开始和结束锚的位置。"
+"被替换,但可以对所有实例进行修改(全局替换)。\n"
+"搜索的范围可以用 [code]offset[/code] 和 [code]end[/code] 指定。可用于在上一次"
+"成功找到后再次使用相同的 [code]subject[/code] 调用这个方法,继续寻找匹配。设"
+"置这些参数和传入缩短后的字符串是不同的。例如,起点 [code]^[/code] 不会受 "
+"[code]offset[/code] 影响,单词边界 [code]\\b[/code] 会检查 [code]offset[/"
+"code] 之前的字符。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
@@ -65687,7 +65742,7 @@ msgstr ""
"时,这个方法会被调用。它的行为可以通过覆盖脚本中的 [method "
"_setup_local_to_scene] 进行定制。\n"
"对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture] 执行自定义逻辑以"
-"正确设置本地视窗中的代理纹理和标志。"
+"正确设置本地视口中的代理纹理和标志。"
#: doc/classes/Resource.xml
msgid ""
@@ -68854,12 +68909,11 @@ msgid ""
"quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The "
"property can however be overridden at runtime as needed."
msgstr ""
-"为 [code]true[/code] 时启用字体过采样。这意味着根据视窗的缩放比例不同,"
-"[DynamicFont] 渲染的大小会比配置大小更高或更低。例如,如果视窗的缩放系数为 "
-"1.5,那么配置为 14 号大小的字体将会按照 21 号大小渲染([code]14 * 1.5[/"
-"code])。\n"
-"[b]注意:[/b]字体过采样仅在视窗拉伸模式为 [constant STRETCH_MODE_VIEWPORT] 且"
-"拉伸比例模式不是 [constant STRETCH_ASPECT_IGNORE] 时有效。\n"
+"为 [code]true[/code] 时启用字体过采样。这意味着根据视口的缩放比例不同,"
+"[DynamicFont] 渲染的大小会比配置大小更高或更低。例如,视口的缩放系数为 1.5 "
+"时,配置大小为 14 的字体将会当作大小为 21 渲染([code]14 * 1.5[/code])。\n"
+"[b]注意:[/b]只有在视口拉伸模式为 [constant STRETCH_MODE_VIEWPORT] 且拉伸比例"
+"模式不是 [constant STRETCH_ASPECT_IGNORE] 时,才会使用字体过采样。\n"
"[b]注意:[/b]项目启动时会为活动的 [SceneTree] 自动设置该属性,取值为 "
"[ProjectSettings] 的 [code]rendering/quality/dynamic_fonts/use_oversampling[/"
"code]。不过运行时可以根据需要对该属性进行覆盖。"
@@ -68932,7 +68986,7 @@ msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is removed from the [SceneTree]."
-msgstr "当从 [SceneTree] 中删除节点时发出。"
+msgstr "当从 [SceneTree] 中移除节点时发出。"
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is renamed."
@@ -68968,15 +69022,15 @@ msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等
#: doc/classes/SceneTree.xml
msgid "Call a group with no flags (default)."
-msgstr "对组进行调用时,不使用标志(默认)。"
+msgstr "对分组进行调用时,不使用标志(默认)。"
#: doc/classes/SceneTree.xml
msgid "Call a group in reverse scene order."
-msgstr "对组进行调用时,使用逆场景序。"
+msgstr "对分组进行调用时,使用逆场景序。"
#: doc/classes/SceneTree.xml
msgid "Call a group immediately (calls are normally made on idle)."
-msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。"
+msgstr "对分组进行调用时,立即执行(正常情况下是在空闲时调用的)。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -68985,6 +69039,9 @@ msgid ""
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
+"即便执行了多次调用,也只对分组进行一次调用。\n"
+"[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一"
+"个方法,那么只会执行第一个调用。"
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -71377,10 +71434,10 @@ msgstr ""
msgid ""
"Rotation part of the local transformation in degrees, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
-msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。"
+msgstr ""
+"局部变换的旋转部分,单位为度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z 角)。"
#: doc/classes/Spatial.xml
-#, fuzzy
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
@@ -71392,7 +71449,9 @@ msgid ""
msgstr ""
"局部变换的缩放部分。\n"
"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变"
-"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。"
+"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。\n"
+"[b]注意:[/b]并不是所有节点的外观都会被 [member scale] 属性缩放。例如,"
+"[Light] 的外观就不受 [member scale] 影响。"
#: doc/classes/Spatial.xml
msgid "Local space [Transform] of this node, with respect to the parent node."
@@ -73038,6 +73097,9 @@ msgid ""
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
+"聚光灯的角度,单位为度。\n"
+"[b]注意:[/b][member spot_angle] 不受 [member Spatial.scale] 的影响(无论是该"
+"灯光的缩放还是其父节点的缩放)。"
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -73048,7 +73110,6 @@ msgid "The spotlight's light energy attenuation curve."
msgstr "聚光灯的光量衰减曲线。"
#: doc/classes/SpotLight.xml
-#, fuzzy
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
@@ -73058,8 +73119,10 @@ msgid ""
"(the light's scale or its parent's scale)."
msgstr ""
"聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效"
-"照明区域可能看起来更小。无论使用[member spot_attenuation],光都不会到达此范围"
-"之外的任何东西。"
+"照明区域可能看起来更小。无论 [member spot_attenuation] 为何值,光都不会到达此"
+"范围之外的任何东西。\n"
+"[b]注意:[/b][member spot_angle] 不受 [member Spatial.scale] 的影响(无论是该"
+"灯光的缩放还是其父节点的缩放)。"
#: doc/classes/SpringArm.xml
msgid "A helper node, mostly used in 3rd person cameras."
@@ -76689,7 +76752,7 @@ msgid ""
"Centers the viewport on the line the editing cursor is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
-"将视区置于编辑光标所在的行上。这也会将 [member scroll_horizontal] 值重置为 "
+"将视口置于编辑光标所在的行上。这也会将 [member scroll_horizontal] 值重置为 "
"[code]0[/code]。"
#: doc/classes/TextEdit.xml
@@ -76723,7 +76786,7 @@ msgid ""
"will center at the cursor position after the move occurs."
msgstr ""
"将光标移动到指定的 [code]column[/code] 索引处。\n"
-"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗"
+"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口"
"将以光标位置为中心。"
#: doc/classes/TextEdit.xml
@@ -76735,7 +76798,7 @@ msgid ""
"[code]line[/code] can be hidden using [method set_line_as_hidden]."
msgstr ""
"在指定的 [code]line[/code] 索引处移动光标。\n"
-"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗"
+"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口"
"将以光标位置为中心。\n"
"如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则可以使用 [method "
"set_line_as_hidden] 隐藏指定的 [code]line[/code]。"
@@ -84329,16 +84392,16 @@ msgid ""
"to be upside down. Enabling [member render_target_v_flip] will display the "
"Viewport with the correct orientation."
msgstr ""
-"Viewport 会在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会"
+"Viewport 会在屏幕上创建不同的视图,或者是另一个视口中的子视图。子代 2D 节点会"
"在其上显示,子代 3D 摄像机节点也会在其上渲染。\n"
-"另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内"
+"另外,视口可以有自己的 2D 或 3D 世界,所以它们不会与其他视口共享其所绘制的内"
"容。\n"
-"如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设"
+"如果视口是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设"
"置。\n"
-"视窗也可以选择成为音频监听者,会根据它的 2D 或 3D 摄像机的子节点来产生位置音"
+"视口也可以选择成为音频监听者,会根据它的 2D 或 3D 摄像机的子节点来产生位置音"
"频。\n"
-"另外,如果设备有多个屏幕,视窗可以被分配到不同的屏幕。\n"
-"最后,视窗也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它"
+"另外,如果设备有多个屏幕,视口可以被分配到不同的屏幕。\n"
+"最后,视口也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它"
"们将不可见。\n"
"[b]注意:[/b]默认情况下,Godot 3.x 中新创建的 Viewport 是上下颠倒的。启用 "
"[member render_target_v_flip] 可以使该 Viewport 使用正确的朝向显示。"
@@ -84385,7 +84448,7 @@ msgstr "返回激活的 3D 相机。"
#: doc/classes/Viewport.xml
msgid "Returns the total transform of the viewport."
-msgstr "返回视窗的总的变换。"
+msgstr "返回视口的总的变换。"
#: doc/classes/Viewport.xml
msgid "Returns the topmost modal in the stack."
@@ -84399,7 +84462,7 @@ msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
-msgstr "返回渲染管道中关于视窗的信息。"
+msgstr "返回渲染管道中关于视口的信息。"
#: doc/classes/Viewport.xml
msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
@@ -84420,7 +84483,7 @@ msgid ""
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
-"返回该视窗的纹理。\n"
+"返回该视口的纹理。\n"
"[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。"
"你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其"
"翻转回去,例如:\n"
@@ -84459,7 +84522,7 @@ msgid ""
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
-"如果该视区目前正在执行拖拽操作,则返回 [code]true[/code]。\n"
+"如果该视口目前正在执行拖拽操作,则返回 [code]true[/code]。\n"
"如果你更倾向于对其进行轮询,那么就可以作为 [constant Node."
"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。"
@@ -84540,7 +84603,6 @@ msgstr ""
"全局画布变换。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
@@ -84555,9 +84617,13 @@ msgid ""
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
-"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减"
-"少。在某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启"
-"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n"
+"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使 3D 的带状现象明"
+"显减少。2D 渲染[i]不受[/i]去条带的影响,除非 [member Environment."
+"background_mode] 为 [constant Environment.BG_CANVAS]。此时 [member usage] 也"
+"必须设为 [constant USAGE_3D]。另请参阅 [member ProjectSettings.rendering/"
+"quality/filters/use_debanding]。\n"
+"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议只有在实际需要时才启用"
+"去条带,因为抖动图案会使无损压缩的屏幕截图变大。\n"
"[b]注意:[/b]仅在 GLES3 后端可用。[member hdr] 也必须是 [code]true[/code] 才"
"能使去色带生效。"
@@ -84566,13 +84632,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在调试时,用于测试渲染的几何图形的叠加模式。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
-"如果为 [code]true[/code],该视口将禁用 3D 渲染。对于实际禁用,使用 "
-"[code]usage[/code]。"
+"如果为 [code]true[/code],该视口将禁用 3D 渲染。要实际禁用 3D 缓冲区的分配,"
+"请设置 [member usage]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84616,7 +84681,7 @@ msgid ""
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
"如果为 [code]true[/code],视口的渲染将获益于高动态范围算法。高动态范围允许视"
-"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要"
+"口接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要"
"使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n"
"[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant "
"USAGE_3D_NO_EFFECTS],因为 HDR 不支持 2D。\n"
@@ -84635,7 +84700,7 @@ msgid ""
"require input in linear color space!"
msgstr ""
"如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当"
-"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D "
+"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视口中渲染的 3D "
"物体的纹理。如果视口被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很"
"重要。当视口被用作 2D 对象的纹理时,或者视口是你的最终输出时,请不要启用这个"
"功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线"
@@ -84725,7 +84790,7 @@ msgid ""
msgstr ""
"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
"[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由"
-"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
+"于用户创建的视口默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
"[code]0[/code](一般至少是 [code]256[/code])。"
#: doc/classes/Viewport.xml
@@ -84736,7 +84801,7 @@ msgid ""
"Values around [code]0.5[/code] generally give the best results. See also "
"[member fxaa]."
msgstr ""
-"如果设置为大于 [code]0.0[/code] 的值,对比度适应性锐化将被应用到3D视窗中。这"
+"如果设置为大于 [code]0.0[/code] 的值,对比度适应性锐化将被应用到3D视口中。这"
"具有较低的性能成本,可以用来恢复使用 FXAA 所损失的一些锐度。一般来说,"
"[code]0.5[/code] 左右的数值可以得到最好的效果。另请参阅 [member fxaa]。"
@@ -84759,7 +84824,6 @@ msgid ""
msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"The viewport's rendering mode. This controls which buffers are allocated for "
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
@@ -84768,7 +84832,8 @@ msgid ""
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
-"视区的渲染模式。\n"
+"该视口的渲染模式。控制的是为该视口分配哪些缓冲区(仅 2D 或者 2D + 3D)。仅 "
+"2D 的选项能够降低内存占用、略微提升性能,尤其是在低端设备上。\n"
"[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant "
"USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。"
@@ -84783,7 +84848,7 @@ msgid ""
"enable [member debanding] instead.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而"
+"如果为 [code]true[/code],分配该视口的帧缓冲时将使用完整浮点数精度(32 位)而"
"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n"
"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要"
"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
@@ -85015,7 +85080,7 @@ msgstr ""
#: doc/classes/ViewportContainer.xml
msgid ""
"If [code]true[/code], the viewport will be scaled to the control's size."
-msgstr "为 [code]true[/code] 时视窗将被缩放到控件的大小。"
+msgstr "为 [code]true[/code] 时视口将被缩放到控件的大小。"
#: doc/classes/ViewportContainer.xml
msgid ""
@@ -85046,7 +85111,7 @@ msgid ""
msgstr ""
"将 [Viewport] 节点的内容显示为一个动态的 [Texture]。可以用来在同一个场景中混"
"合控件、2D 和 3D元素。\n"
-"要通过代码创建 ViewportTexture,请使用目标视窗上的 [method Viewport."
+"要通过代码创建 ViewportTexture,请使用目标视口上的 [method Viewport."
"get_texture] 方法。"
#: doc/classes/ViewportTexture.xml
@@ -85402,6 +85467,8 @@ msgid ""
"value will make the [VisualInstance] reliably draw on top of other "
"[VisualInstance]s that are otherwise positioned at the same spot."
msgstr ""
+"这个 [VisualInstance] 所使用的排序偏移量。调高后,该 [VisualInstance] 会稳定"
+"地绘制在同一位置的其他 [VisualInstance] 之上。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -85411,6 +85478,10 @@ msgid ""
"The position based sorting instead allows to better control the drawing "
"order when working with [Particles] and [CPUParticles]."
msgstr ""
+"如果为 [code]true[/code],则该对象会根据其 [AABB] 中心点排序。否则会根据其全"
+"局位置排序。\n"
+"对 3D 模型而言,根据 [AABB] 的中心点排序一般更为精确。使用 [Particles] 和 "
+"[CPUParticles] 时,根据位置排序能够更好地控制绘制顺序。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
@@ -87417,10 +87488,10 @@ msgstr ""
"VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n"
"VisualServer 可以用来完全绕过场景系统。\n"
"可使用 [code]*_create[/code] 函数创建资源。\n"
-"所有的对象都被绘制到视窗中。你可以使用附在 [SceneTree] 上的 [Viewport],或者"
+"所有的对象都被绘制到视口中。你可以使用附在 [SceneTree] 上的 [Viewport],或者"
"用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需要使用 "
"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画"
-"布附加到视窗上。\n"
+"布附加到视口上。\n"
"在 3D 中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如"
"果从一个正在运行的游戏中访问视觉服务,场景可以通过 [method Spatial."
"get_world] 从场景树中的任何 [Spatial] 节点访问。另外,可以用 [method "
@@ -87431,7 +87502,7 @@ msgstr ""
"一个实例。实例也必须使用 [method instance_set_scenario] 附加到场景中,以便可"
"见。\n"
"在 2D 中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接"
-"到视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。"
+"到视口的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。"
#: doc/classes/VisualServer.xml
msgid "Sets images to be rendered in the window margin."
@@ -87660,7 +87731,7 @@ msgid ""
"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
"or it can be the root canvas that is attached to the viewport."
msgstr ""
-"设置[CanvasItem]的父级。父级可以是另一个画布项目,也可以是连接到视窗的根画"
+"设置[CanvasItem]的父级。父级可以是另一个画布项目,也可以是连接到视口的根画"
"布。"
#: doc/classes/VisualServer.xml
@@ -89743,7 +89814,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"在两个纹理之间创建更新链,与 [ViewportTexture] 的原理类似。基础纹理为 "
-"[Viewport] 的纹理时,视区每新渲染一帧,代理纹理就会自动收到更新。\n"
+"[Viewport] 的纹理时,视口每新渲染一帧,代理纹理就会自动收到更新。\n"
"例如,此处的代码会利用 VisualServer API 将一张通用的 [ImageTexture] 链接到 "
"[Viewport] 的纹理输出上:\n"
"[codeblock]\n"
@@ -89781,7 +89852,7 @@ msgstr "设置视图的相机。"
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's canvas."
-msgstr "设置视窗的画布。"
+msgstr "设置视口的画布。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -89804,18 +89875,18 @@ msgid ""
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
-"将视窗复制到屏幕上由 [code]rect[/code] 指定的区域。如果 [member Viewport."
-"render_direct_to_screen] 为 [code]true[/code],那么视窗就不会使用帧缓冲,视窗"
-"的内容会直接渲染到屏幕上。然而,请注意,根视窗是最后绘制的,因此它将在屏幕上"
-"绘制。相应地,你就必须将根视窗设置为一个不覆盖你所附加的这个视窗的区域。\n"
-"例如,你可以用以下代码将根视窗设置为完全不渲染。\n"
+"将视口复制到屏幕上由 [code]rect[/code] 指定的区域。如果 [member Viewport."
+"render_direct_to_screen] 为 [code]true[/code],那么视口就不会使用帧缓冲,视口"
+"的内容会直接渲染到屏幕上。然而,请注意,根视口是最后绘制的,因此它将在屏幕上"
+"绘制。相应地,你就必须将根视口设置为一个不覆盖你所附加的这个视口的区域。\n"
+"例如,你可以用以下代码将根视口设置为完全不渲染。\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/codeblock]\n"
"使用这个方法可以带来明显的优化,特别是在低端设备上。然而,它的代价是必须手动"
-"管理你的视窗。进一步的优化请参阅 [method "
+"管理你的视口。进一步的优化请参阅 [method "
"viewport_set_render_direct_to_screen]。"
#: doc/classes/VisualServer.xml
@@ -89826,32 +89897,32 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个空视窗并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID"
+"创建一个空视口并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID"
"将用于所有[code]viewport_*[/code] 的VisualServer函数。\n"
"一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
msgid "Detaches the viewport from the screen."
-msgstr "将视窗从屏幕上分离。"
+msgstr "将视口从屏幕上分离。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns a viewport's render information. For options, see the [enum "
"ViewportRenderInfo] constants."
-msgstr "返回视窗的渲染信息。有关选项,请参阅 [enum ViewportRenderInfo] 常量。"
+msgstr "返回视口的渲染信息。有关选项,请参阅 [enum ViewportRenderInfo] 常量。"
#: doc/classes/VisualServer.xml
msgid "Returns the viewport's last rendered frame."
-msgstr "返回视窗的最后渲染帧。"
+msgstr "返回视口的最后渲染帧。"
#: doc/classes/VisualServer.xml
msgid "Detaches a viewport from a canvas and vice versa."
-msgstr "从画布分离视窗,反之亦然。"
+msgstr "从画布分离视口,反之亦然。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
-"如果为 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。"
+"如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -89859,37 +89930,37 @@ msgid ""
"[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
"specifies the stacking order of the canvas among those in the same layer."
msgstr ""
-"设置视窗画布的堆叠顺序。\n"
+"设置视口画布的堆叠顺序。\n"
"[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在同一"
"层中的堆叠顺序。"
#: doc/classes/VisualServer.xml
msgid "Sets the transformation of a viewport's canvas."
-msgstr "设置视窗画布的变换。"
+msgstr "设置视口画布的变换。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
-msgstr "设置视窗的清除模式。可选项见 [enum ViewportClearMode]。"
+msgstr "设置视口的清除模式。可选项见 [enum ViewportClearMode]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
-msgstr "设置视窗的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
+msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
-msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将禁用。"
+msgstr "如果为 [code]true[/code],则视口的 3D 渲染将禁用。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], rendering of a viewport's environment is disabled."
-msgstr "如果为 [code]true[/code],则禁用视窗环境的渲染。"
+msgstr "如果为 [code]true[/code],则禁用视口环境的渲染。"
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's global transformation matrix."
-msgstr "设置视窗的全局变换矩阵。"
+msgstr "设置视口的全局变换矩阵。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -89898,13 +89969,13 @@ msgid ""
"viewport_set_use_32_bpc_depth].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围"
+"如果为 [code]true[/code],该视口会渲染至高动态范围(HDR)而不是标准动态范围"
"(SDR)。另请参阅 [method viewport_set_use_32_bpc_depth]。\n"
"[b]注意:[/b]仅在 GLES3 后端可用。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
-msgstr "如果为 [code]true[/code],则不渲染视窗的画布。"
+msgstr "如果为 [code]true[/code],则不渲染视口的画布。"
#: doc/classes/VisualServer.xml
msgid "Currently unimplemented in Godot 3.x."
@@ -89916,7 +89987,7 @@ msgstr "设置抗锯齿模式。可选项见 [enum ViewportMSAA]。"
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's parent to another viewport."
-msgstr "设置视窗的父视窗到另一个视窗。"
+msgstr "设置视口的父视口到另一个视口。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -89933,12 +90004,12 @@ msgid ""
"will be drawn, no automatic scaling is possible, even if your game scene is "
"significantly larger than the window size."
msgstr ""
-"如果为 [code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优"
-"化,你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备"
-"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视窗或"
+"如果为 [code]true[/code],直接将视口的内容渲染到屏幕上。这允许一个低级别的优"
+"化,你可以跳过绘制视口到根视口。虽然这种优化可以显著提高速度(特别是在旧设备"
+"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视口或"
"[code]SCREEN_TEXTURE[/code]中读取。你也会失去某些窗口设置的好处,比如各种拉伸"
"模式。另一个需要注意的后果是,在2D中,渲染是以窗口坐标进行的,所以如果你有一"
-"个两倍于窗口大小的视窗,并且你设置了这个,那么只有适合窗口的部分才会被绘制,"
+"个两倍于窗口大小的视口,并且你设置了这个,那么只有适合窗口的部分才会被绘制,"
"没有自动缩放的可能,即使你的游戏场景明显大于窗口大小。"
#: doc/classes/VisualServer.xml
@@ -89947,7 +90018,7 @@ msgid ""
"The scenario contains information about the [enum ScenarioDebugMode], "
"environment information, reflection atlas etc."
msgstr ""
-"设置一个视窗的场景。\n"
+"设置视口的场景。\n"
"场景包含 [enum ScenarioDebugMode] 的信息、环境信息、反射图集等。"
#: doc/classes/VisualServer.xml
@@ -89971,31 +90042,31 @@ msgid ""
"[code]0.5[/code] generally give the best results. See also [method "
"viewport_set_use_fxaa]."
msgstr ""
-"为视窗[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于"
-"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视窗中。这具有较低的性能成"
+"为视口[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于"
+"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视口中。这具有较低的性能成"
"本,可以用来恢复使用FXAA时损失的一些锐度。一般来说,[code]0.5[/code]左右的值"
"可以得到最好的效果。参阅[method viewport_set_use_fxaa]。"
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's width and height."
-msgstr "设置视窗的宽度和高度。"
+msgstr "设置视口的宽度和高度。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
-msgstr "如果为 [code]true[/code],视窗将其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],视口将其背景渲染为透明。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
-msgstr "设置应更新视窗的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
+msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
"options."
-msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
+msgstr "设置视口的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -90005,7 +90076,7 @@ msgid ""
"on the same [Viewport] to set HDR to [code]true[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 位)而"
+"如果为 [code]true[/code],分配该视口的帧缓冲时将使用完整浮点数精度(32 位)而"
"不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method "
"viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
@@ -90015,7 +90086,7 @@ msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
-"如果为 [code]true[/code],则视窗使用增强或虚拟现实技术。见 [ARVRInterface]。"
+"如果为 [code]true[/code],则视口使用增强或虚拟现实技术。见 [ARVRInterface]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -90042,14 +90113,14 @@ msgid ""
"recovered by enabling contrast-adaptive sharpening (see [method "
"viewport_set_sharpen_intensity])."
msgstr ""
-"启用该视窗的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但"
+"启用该视口的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但"
"会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 等高分辨率下,它仍然"
"可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 "
"[method viewport_set_sharpen_intensity])。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
-msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。"
+msgstr "如果为 [code]true[/code],则视口的渲染垂直翻转。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -90440,33 +90511,33 @@ msgstr "优化阴影贴图的使用,提高有效分辨率。但可能会导致
#: doc/classes/VisualServer.xml
msgid "Do not update the viewport."
-msgstr "不要更新视窗。"
+msgstr "不要更新视口。"
#: doc/classes/VisualServer.xml
msgid "Update the viewport once then set to disabled."
-msgstr "更新一次视窗,然后设置为禁用。"
+msgstr "更新一次视口,然后设置为禁用。"
#: doc/classes/VisualServer.xml
msgid "Update the viewport whenever it is visible."
-msgstr "只要视窗是可见的,就更新视窗。"
+msgstr "只要视口是可见的,就更新视口。"
#: doc/classes/VisualServer.xml
msgid "Always update the viewport."
-msgstr "始终更新视窗。"
+msgstr "始终更新视口。"
#: doc/classes/VisualServer.xml
msgid "The viewport is always cleared before drawing."
-msgstr "在绘图之前,视窗总是被清空。"
+msgstr "在绘图之前,视口总是被清空。"
#: doc/classes/VisualServer.xml
msgid "The viewport is never cleared before drawing."
-msgstr "在绘图之前,视窗永远不会被清空。"
+msgstr "在绘图之前,视口永远不会被清空。"
#: doc/classes/VisualServer.xml
msgid ""
"The viewport is cleared once, then the clear mode is set to [constant "
"VIEWPORT_CLEAR_NEVER]."
-msgstr "视窗被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。"
+msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。"
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is disabled."
@@ -92375,7 +92446,7 @@ msgstr "使用给定的纹理作为此函数的参数。"
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the current viewport's texture as the source."
-msgstr "使用当前视窗的纹理作为源。"
+msgstr "使用当前视口的纹理作为源。"
#: doc/classes/VisualShaderNodeTexture.xml
msgid ""
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index a64bd25054..a21d110c05 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -15,12 +15,14 @@
# Otis Kao <momoslim@gmail.com>, 2022.
# YuChiang Chang <chiang.c.tw@gmail.com>, 2022.
# Hugel <qihu@nfschina.com>, 2022.
+# Chih Wei Chien <dppss92132@gmail.com>, 2022.
+# Edison Lee <edisonlee@edisonlee55.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-10-12 06:50+0000\n"
-"Last-Translator: BinotaLIU <me@binota.org>\n"
+"PO-Revision-Date: 2023-01-15 03:49+0000\n"
+"Last-Translator: Edison Lee <edisonlee@edisonlee55.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -28,7 +30,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.15-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -84,7 +86,7 @@ msgstr "繼承自:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(覆寫 %s)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -126,13 +128,13 @@ msgstr "此方法用於建構型別。"
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
-msgstr ""
+msgstr "該方法不需要使用一個實體來呼叫,所以他可以直接使用 class name 呼叫。"
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
-msgstr ""
+msgstr "該方法描述一個有效的運算子使用此型別作為左運算值。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -148,7 +150,6 @@ msgstr ""
"供。 (關鍵字:內建、全域函式、buildin、build in、global functions)"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a color constructed from integer red, green, blue, and alpha "
"channels. Each channel should have 8 bits of information ranging from 0 to "
@@ -161,12 +162,12 @@ msgid ""
"red = Color8(255, 0, 0)\n"
"[/codeblock]"
msgstr ""
-"回傳以整數紅色、綠色、藍色與 Alpha 通道構成的色彩。每個通道都應包含 0 至 255 "
-"的 8 位元資訊。\n"
+"回傳以整數紅色、綠色、藍色與透明通道構成的色彩。每個通道都應包含 0 至 255 的 "
+"8 位元資訊。\n"
"[code]r8[/code] 紅色通道\n"
"[code]g8[/code] 綠色通道\n"
"[code]b8[/code] 藍色通道\n"
-"[code]a8[/code] Alpha 通道\n"
+"[code]a8[/code] 透明通道\n"
"[codeblock]\n"
"red = Color8(255, 0, 0)\n"
"[/codeblock]"
@@ -201,7 +202,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -212,15 +212,15 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"回傳以弧度表示的[code]s[/code]的反餘弦(cos)值。用於求餘弦(sin)值[code]s[/"
-"code]的夾角。\n"
+"回傳以弧度表示的[code]s[/code]的反餘弦(arc cos)值。用於求餘弦(cos)值[code]s[/"
+"code]的夾角。[code]s[/code]必須介於[code]-1.0[/code]與[code]1.0[/code]之間 "
+"(包含),否則 [method acos] 會回傳 [constant NAN]。\n"
"[codeblock]\n"
-"# c 為0.523599,若以rad2deg(s)換算,則為30度\n"
+"# c 為 0.523599,若以 rad2deg(s) 換算,則為30度\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -230,7 +230,14 @@ msgid ""
"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
"s = asin(0.5)\n"
"[/codeblock]"
-msgstr "testing"
+msgstr ""
+"回傳以弧度表示的[code]s[/code]的反正弦(arc sin)值。用於求正弦 (sin) 值"
+"[code]s[/code]的夾角。[code]s[/code]必須介於[code]-1.0[/code]與[code]1.0[/"
+"code]之間 (包含),否則 [method asin] 會回傳 [constant NAN]。\n"
+"[codeblock]\n"
+"# c 為 0.523599,若以 rad2deg(s) 換算,則為 30 度\n"
+"c = asin(0.5)\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -30066,7 +30073,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@@ -41853,7 +41864,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Desktop directory path."
-msgstr ""
+msgstr "桌面資料夾路徑。"
#: doc/classes/OS.xml
msgid "DCIM (Digital Camera Images) directory path."
@@ -41861,27 +41872,27 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Documents directory path."
-msgstr ""
+msgstr "檔案資料夾路徑。"
#: doc/classes/OS.xml
msgid "Downloads directory path."
-msgstr ""
+msgstr "下載資料夾路徑。"
#: doc/classes/OS.xml
msgid "Movies directory path."
-msgstr ""
+msgstr "影片資料夾路徑。"
#: doc/classes/OS.xml
msgid "Music directory path."
-msgstr ""
+msgstr "音樂資料夾路徑。"
#: doc/classes/OS.xml
msgid "Pictures directory path."
-msgstr ""
+msgstr "圖片資料夾路徑。"
#: doc/classes/OS.xml
msgid "Ringtones directory path."
-msgstr ""
+msgstr "鈴聲資料夾路徑。"
#: doc/classes/OS.xml
msgid "Unknown powerstate."