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authorRémi Verschelde <rverschelde@gmail.com>2022-05-05 15:42:38 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-05-05 15:55:50 +0200
commitf10f2a723290ff2c0647b12a8e3a73086e2ac4c4 (patch)
tree8d024d6b4d918162b4a17bcd2d0759f329fd8c8a /doc/translations/nb.po
parentb2beab3a0af51ac4a50fea13d3633350d27b1b56 (diff)
i18n: Sync classref translations with Weblate
(cherry picked from commit 021f92a1befcecbf6762df253af63432418a93e6)
Diffstat (limited to 'doc/translations/nb.po')
-rw-r--r--doc/translations/nb.po1236
1 files changed, 1121 insertions, 115 deletions
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 10c78e4fcc..d52cdc0ce9 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -645,7 +645,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -7007,6 +7013,18 @@ msgstr ""
#: doc/classes/Array.xml
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 "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed."
msgstr ""
@@ -8149,6 +8167,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -10846,7 +10874,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10916,8 +10944,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11507,6 +11535,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12261,7 +12312,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12273,21 +12333,41 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12303,7 +12383,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12315,7 +12400,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12329,7 +12419,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,7 +12434,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12348,7 +12450,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12366,10 +12474,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15886,7 +16000,10 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-msgid "Returns [code]true[/code] if drag operation is successful."
+msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
#: doc/classes/Control.xml
@@ -19510,9 +19627,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -22704,7 +22823,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23396,33 +23515,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -28159,34 +28288,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29477,8 +29614,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -30248,7 +30387,12 @@ msgid ""
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30390,6 +30534,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -32430,7 +32587,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32474,8 +32632,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34313,6 +34480,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -35620,9 +35822,20 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35797,6 +36010,14 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36577,7 +36798,7 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=$DOCS_URL/tutorials/misc/"
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
@@ -36618,6 +36839,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37292,7 +37522,7 @@ msgid ""
"subinstancing.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=$DOCS_URL/tutorials/misc/"
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
@@ -37315,6 +37545,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
msgstr ""
@@ -37400,11 +37639,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37987,7 +38233,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38018,7 +38264,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -39096,6 +39342,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39577,6 +39833,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39659,6 +39924,14 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -43852,7 +44125,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43927,12 +44208,12 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
@@ -43978,6 +44259,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"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 "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44045,13 +44336,13 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
@@ -44082,13 +44373,13 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference.\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
@@ -44118,13 +44409,13 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of reals ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference.\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
@@ -44150,12 +44441,12 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
@@ -44185,12 +44476,12 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
@@ -44219,12 +44510,12 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
@@ -45870,6 +46161,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -48168,8 +48469,195 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [Tween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [Tween] that contains this "
+"Tweener."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -49961,14 +50449,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50012,8 +50501,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51613,6 +52103,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51637,6 +52131,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51991,6 +52491,404 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
+"by default are executed one after another. You can create a sequence by "
+"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
+"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
+"and finally the [method Node.queue_free] is called to remove the sprite. See "
+"methods [method tween_property], [method tween_interval], [method "
+"tween_callback] and [method tween_method] for more usage information.\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set different transition type in the above "
+"example, you can do:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In this "
+"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it was created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
+"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
+"it manually. Can also be used to end the [SceneTreeTween] animation "
+"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
+"you can call [method stop] after the step, to keep it and reset."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. time since it started, not counting pauses etc.). The time is affected by "
+"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
+"[SceneTreeTween] might become invalid when it has finished tweening or was "
+"killed, also when created with [code]Tween.new()[/code]. Invalid "
+"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
+"them. You can however still use [method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until it is either killed by [method kill] or by freeing bound "
+"node, or all the animated objects have been freed (which makes further "
+"animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
+"with no delay or [PropertyTweener] with invalid node) are equivalent to "
+"infinite [code]while[/code] loops and will freeze your game. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative for using the delay in "
+"other [Tweener]s or when there's no animation (in which case the "
+"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
+"interval, in seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is a value at the time the tweening of "
+"the [PropertyTweener] start. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
+"is emitted, but it doesn't happen immediately, but on the next processing "
+"frame. Calling [method stop] inside the signal callback will preserve the "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running parallelly."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -56514,7 +57412,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56598,28 +57496,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56638,6 +57555,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -59882,7 +60814,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -60012,14 +60946,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60414,20 +61352,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60533,13 +61472,14 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60769,7 +61709,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61601,7 +62541,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61878,6 +62820,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62670,7 +63628,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62830,8 +63788,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62929,7 +63887,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63011,8 +63969,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63604,7 +64562,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -68049,6 +69009,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -69098,23 +70084,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml