diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2021-12-10 11:49:04 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2021-12-10 11:53:24 +0100 |
commit | 04cc06b28e621c0e522114cabce7d4555735ac8d (patch) | |
tree | 0ed1ef77979a68fe4aaf3c376c27783bbb310bdd /doc/translations | |
parent | d3d12a7c9d73fad156510516800eaab783e97954 (diff) |
i18n: Remove deleted translations from PO files
Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.
Automate it via `make merge`.
(cherry picked from commit 6fb47a271fdb009c03fd328feaeccb22f612a90f)
Diffstat (limited to 'doc/translations')
29 files changed, 1 insertions, 17371 deletions
diff --git a/doc/translations/Makefile b/doc/translations/Makefile index ab08e107d0..c44f75a9f6 100644 --- a/doc/translations/Makefile +++ b/doc/translations/Makefile @@ -17,6 +17,7 @@ merge: echo -e "\nMerging $$po..."; \ msgmerge -w 79 -C $$po $$po $(TEMPLATE) > "$$po".new; \ mv -f "$$po".new $$po; \ + msgattrib --output-file=$$po --no-obsolete $$po; \ done check: diff --git a/doc/translations/ar.po b/doc/translations/ar.po index b7332909b0..7e88283b90 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -70060,14 +70060,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 8fde7da6b8..d5ab718762 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -69856,10 +69856,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 492a54b42e..d921523dc9 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -70542,140 +70542,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Vrátí kosinus parametru." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Vrátí kosinusoidu úhlu [code]s[/code] v radiánech.\n" -#~ "[codeblock]\n" -#~ "# Vypíše 1 a poté -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Převede jeden nebo více argumentů na řetězec v té nejlepší možné formě a " -#~ "vytiskne je na konzoli.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Vytiskne ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Vrací pole v daném rozsahu. Rozsah může být jedno-argumentový N (od 0 do " -#~ "N-1), dvou-argumentový (výchozí, finální-1), nebo tří-argumentový " -#~ "(výchozí, finální-1, inkrement).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Výstup:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Returns 4\n" -#~ "nearest_po2(4) # Returns 4\n" -#~ "nearest_po2(5) # Returns 8\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Vrací nejbližší větší celočíselnou mocninu dvou od integeru " -#~ "[code]hodnota[/code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Vrací 4\n" -#~ "nearest_po2(4) # Vrací 4\n" -#~ "nearest_po2(5) # Vrací 8\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a resource from the filesystem that is loaded during script " -#~ "parsing.\n" -#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a " -#~ "resource in the Assets Panel and choosing \"Copy Path\".\n" -#~ "[codeblock]\n" -#~ "# Load a scene called main located in the root of the project directory.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Vrací zdroj ze souborového systému, který he nahrán během syntaktické " -#~ "analýzy (parsing) skriptu.\n" -#~ "[b]Poznámka:[/b] Zdrojová cesta může být získána kliknutím pravého " -#~ "tlačítka myši na zdroj ve zdrojovém panelu a výběrem \"Kopírovat cestu" -#~ "\".\n" -#~ "[codeblock]\n" -#~ "# Nahraje scénu s názvem main, která se nachází ve zdrojovém adresáři " -#~ "projektového adresáře.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns the square root of [code]s[/code].\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # Returns 3\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Vrací odmocninu z [code]s[/code].\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # Vrací 3\n" -#~ "[/codeblock]" diff --git a/doc/translations/de.po b/doc/translations/de.po index 33d3deb937..81280378ff 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -72792,646 +72792,3 @@ msgid "" msgstr "" "Wenn [code]true[/code], dann werden untergeordnete Nodes sortiert, " "anderenfalls wird die Sortierung deaktiviert." - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "Gibt diesen [AABB] erweitert um einen gegebenen Punkt zurück." - -#, fuzzy -#~ msgid "Returns the [Physics2DDirectBodyState] of the body." -#~ msgstr "Gibt die Größe des Arrays zurück." - -#, fuzzy -#~ msgid "Returns the [PhysicsDirectBodyState] of the body." -#~ msgstr "Gibt die Größe des Arrays zurück." - -#, fuzzy -#~ msgid "" -#~ "Returns a list of intersecting [Area]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "Gibt eine Liste der sich schneidenden [Area2D]s zurück. Aus " -#~ "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird " -#~ "diese Liste einmal während des Physikschritts geändert, nicht sofort nach " -#~ "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von " -#~ "Signalen." - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "Gibt das für den eingebauten Text verwendete Label zurück." - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "Gibt die Instanz OK [Schaltfläche] zurück." - -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "Gibt die [FileSystemDock]-Instanz des Editors zurück." - -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "Gibt die [EditorInspector]-Instanz des Editors zurück." - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "Gibt die [ScriptEditor]-Instanz des Editors zurück." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Gibt den Kosinus des Winkels [code]s[/code] in Bogenmaß zurück.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Beschleunigungsfunktion, basierend auf dem Exponenten. 0 ist konstant, 1 " -#~ "ist linear, 0 bis 1 ist anfangs beschleunigend(ease-in), 1+ ist am Ende " -#~ "abbremsend (ease-out). Negative Werte sind sowohl anfangs beschleunigend, " -#~ "als auch am Ende abbremsend(ease-in/-out)." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Konvertiert ein oder mehrere Argumente bestmöglich zu Zeichenketten und " -#~ "gibt diese in der Konsole aus.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Gibt ein Array mit Werten innerhalb des gegebenen Bereichs zurück. Der " -#~ "Bereich kann aus einem Argument N bestehen (0 bis N-1), aus zwei " -#~ "Argumenten (Startwert, Endwert-1) oder aus drei Argumenten (Startwert, " -#~ "Endwert-1, Werteabstand).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Positiv unendlich. Für negativ Unendlich, benutzen Sie -INF." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"Not a Number\", ein ungültiger Wert. [code]NaN[/code] hat spezielle " -#~ "Eigenschaften, einschliesslich, dass es nicht sich selbst gleicht. Es " -#~ "wird von ungültigen Operationen zurückgegeben, zum Beispiel beim Teilen " -#~ "durch Null." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "Das [Geometry3D] Singleton." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "Das [GodotSharp] Singleton." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "Das [NavigationServer2D] Singleton." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "Das [PhysicsServer3D] Singleton." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "Das [RenderingServer] Singleton." - -#~ msgid "Back key." -#~ msgstr "Zurück Taste." - -#~ msgid "Forward key." -#~ msgstr "Forwärts Taste." - -#~ msgid "Stop key." -#~ msgstr "Stop Taste." - -#~ msgid "Refresh key." -#~ msgstr "Refresh Taste." - -#~ msgid "An invalid game controller button." -#~ msgstr "Eine ungültige Game-Controller-Taste." - -#~ msgid "Game controller SDL button B." -#~ msgstr "Game-Controller SDL-Taste B." - -#~ msgid "Game controller SDL button X." -#~ msgstr "Game-Controller SDL-Taste X." - -#~ msgid "Game controller SDL button Y." -#~ msgstr "Game-Controller SDL-Taste Y." - -#~ msgid "Game controller SDL back button." -#~ msgstr "Game-Controller SDL Zurück-Taste." - -#~ msgid "Game controller SDL start button." -#~ msgstr "Spielcontroller SDL-Starttaste." - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "Game Controller SDL linke Stick-Taste." - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "Game Controller SDL rechte Stick-Taste." - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "Game-Controller SDL D-Pad Abwärts-Taste." - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "Game Controller SDL D-Pad rechte Taste." - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "Die Anzahl der Tasten des SDL Game Controllers." - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "" -#~ "Die Taste X des Sony DualShock-Controllers wird der SDL-Taste A " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "" -#~ "Die Kreuztaste des Sony DualShock-Controllers ist der SDL-Taste A " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "" -#~ "Die Kreistaste des Sony DualShock-Controllers wird der SDL-Taste B " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "" -#~ "Die quadratische Taste des Sony DualShock-Controllers wird der SDL-Taste " -#~ "X zugeordnet." - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "" -#~ "Die Dreieckstaste des Sony DualShock-Controllers wird der SDL-Taste Y " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "" -#~ "Die Auswahltaste des Sony DualShock-Controllers wird der SDL Zurück-Taste " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "" -#~ "Die Starttaste des Sony DualShock-Controllers wird der SDL Starttaste " -#~ "zugeordnet." - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "" -#~ "Die PS-Taste des Sony DualShock-Controllers wird der SDL-Führungstaste " -#~ "zugeordnet." - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Die L1-Taste des Sony DualShock-Controllers wird der linken Schultertaste " -#~ "des SDL zugeordnet." - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "" -#~ "Die Taste R1 des Sony DualShock-Controllers wird der rechten " -#~ "Schultertaste des SDL zugeordnet." - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "" -#~ "Die Taste L3 des Sony DualShock-Controllers wird der linken Stick-Taste " -#~ "des SDL zugeordnet." - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "" -#~ "Die Taste R3 des Sony DualShock-Controllers wird der rechten Stick-Taste " -#~ "des SDL zugeordnet." - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "" -#~ "Die Taste A des Xbox Game Controllers wird der SDL Taste A zugeordnet." - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "" -#~ "Die Taste B des Xbox Game Controllers wird der SDL Taste B zugeordnet." - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "" -#~ "Die Taste X des Xbox Game Controllers wird der SDL Taste X zugeordnet." - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "" -#~ "Die Taste Y des Xbox Game Controllers wird der SDL Taste Y zugeordnet." - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "" -#~ "Die Zurück-Taste des Xbox Game Controllers wird der SDL Zurück-Taste " -#~ "zugeordnet." - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "" -#~ "Die Starttaste des Xbox Game Controllers wird der SDL Starttaste " -#~ "zugeordnet." - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "" -#~ "Die Home-Taste des Xbox Game Controllers ist der SDL Führungstaste " -#~ "zugeordnet." - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "" -#~ "Die linke Stick-Taste des Xbox-Controllers wird der linken Stick-Taste " -#~ "des SDL zugeordnet." - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "" -#~ "Die rechte Stick-Taste des Xbox-Controllers wird der rechten Stick-Taste " -#~ "des SDL zugeordnet." - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Die linke Stoßstangen-Taste des Xbox-Controllers wird der linken " -#~ "Schultertaste des SDL zugeordnet." - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "" -#~ "Die rechte Stoßstangen-Taste des Xbox-Controllers wird der rechten " -#~ "Schultertaste des SDL zugeordnet." - -#~ msgid "An invalid game controller axis." -#~ msgstr "Eine ungültige Game-Controller-Achse." - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "Game Controller linker Joystick y-Achse." - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "Game Controller rechter Joystick y-Achse." - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "Die Anzahl der Achsen des SDL Game Controllers." - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "Game Controller Joystick 0 x-Achse." - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "Game Controller Joystick 0 y-Achse." - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "Game Controller Joystick 1 x-Achse." - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "Game Controller Joystick 1 y-Achse." - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "Game Controller Joystick 2 x-Achse." - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "Game Controller Joystick 2 y-Achse." - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "Game Controller Joystick 3 x-Achse." - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "Game Controller Joystick 3 y-Achse." - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "Game Controller Joystick 4 x-Achse." - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "Game Controller Joystick 4 y-Achse." - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "Die maximale Anzahl der Achsen des Game Controllers." - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "" -#~ "Wird verwendet, um Eigenschaften im Editor in einer Untergruppe (unter " -#~ "einer Gruppe) zu gruppieren." - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "Variable ist vom Typ [Vector2i]." - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "Variable ist vom Typ [Rect2i]." - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "Variable ist vom Typ [Vector3i]." - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "Variable ist vom Typ [StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "Variable ist vom Typ [Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "Variable ist vom Typ [Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "Variable ist vom Typ [PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "Variable ist vom Typ [PackedInt64Array]." - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "Variable ist vom Typ [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "Variable ist vom Typ [PackedFloat64Array]." - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "Stärke des Spiegellichteffekts dieses [AnimatedSprite2D]." - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "Dieser Node kann verwendet werden, um einen Suchbefehl für alle " -#~ "untergeordneten Elemente des Diagramms auszuführen. Nach dem Einstellen " -#~ "der Zeit kehrt dieser Wert zu -1 zurück." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/de/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "The name of the current animation, \"\" if not playing anything. When " -#~ "being set, does not restart the animation. See also [method play]." -#~ msgstr "" -#~ "Der Name der aktuellen Animation, \"\" wenn nichts abgespielt wird. Wenn " -#~ "er gesetzt ist, wird die Animation nicht neu gestartet. Siehe auch " -#~ "[method play]." - -#~ msgid "" -#~ "If the currently being played animation changes, this signal will notify " -#~ "of such change." -#~ msgstr "" -#~ "Wenn sich die aktuell abgespielte Animation ändert, wird diese Änderung " -#~ "durch dieses Signal gemeldet." - -#~ msgid "" -#~ "Returns an individual bit on the layer mask. Describes whether other " -#~ "areas will collide with this one on the given layer." -#~ msgstr "" -#~ "Gibt ein einzelnes Bit auf der Ebenenmaske zurück. Beschreibt, ob andere " -#~ "Bereiche auf der angegebenen Ebene mit diesem kollidieren werden." - -#~ msgid "" -#~ "Returns an individual bit on the collision mask. Describes whether this " -#~ "area will collide with others on the given layer." -#~ msgstr "" -#~ "Gibt ein einzelnes Bit der Kollisionsmaske zurück. Beschreibt, ob dieser " -#~ "Bereich mit anderen auf der angegebenen Ebene kollidieren wird." - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This makes getting an area " -#~ "in/out of only one layer easier." -#~ msgstr "" -#~ "Setzen/Löschen einzelner Bits auf der Ebenenmaske. Dadurch wird es " -#~ "einfacher, einen Bereich in/aus nur einer Ebene zu bekommen." - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This makes selecting the " -#~ "areas scanned easier." -#~ msgstr "" -#~ "Setzen/Löschen einzelner Bits der Kollisionsmaske. Dadurch wird die " -#~ "Auswahl der gescannten Bereiche erleichtert." - -#~ msgid "The physics layers this area scans to determine collision detection." -#~ msgstr "" -#~ "Die Physikschichten dieses Bereichs scannen, um die Kollisionserkennung " -#~ "zu bestimmen." - -#~ msgid "Emitted when another area enters." -#~ msgstr "Ausgegeben wenn eine andere Area berührt wird." - -#~ msgid "Emitted when another area exits." -#~ msgstr "Ausgegeben wenn eine Area die Area verlässt." - -#~ msgid "" -#~ "Emitted when another area exits, reporting which shapes were overlapping." -#~ msgstr "" -#~ "Ausgegeben wenn eine Area die Area verlässt. Es gibt Auskunft darüber " -#~ "welche Formen sich überlappt haben." - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "Fügt ein Element am Anfang des Arrays ein" - -#~ msgid "Texture will repeat normally." -#~ msgstr "Textur wird normal wiederholt." - -#~ msgid "" -#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions " -#~ "are mirrored." -#~ msgstr "" -#~ "Textur wird in einem 2x2 Kachel Modus wiederholt, wobei Elemente an " -#~ "geraden Positionen gespiegelt werden." - -#~ msgid "" -#~ "Returns a color from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code].\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Gibt eine Farbe aus dem aktiven [Design] zurück, die durch einen Namen " -#~ "([code]name[/code]) und den zugehörigen [Control] des gegebenen Typs " -#~ "([code]type[/code]) festgelegt wird.\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") # hole die " -#~ "Farbe die für Schrift in Knöpfen festgelegt ist\n" -#~ "[/codeblock]" - -#~ msgid "Closes the currently opened file." -#~ msgstr "Schließt die im Moment geöffnete Datei." - -#~ msgid "" -#~ "Returns [code]true[/code] if the file cursor has read past the end of the " -#~ "file.\n" -#~ "[b]Note:[/b] This function will still return [code]false[/code] while at " -#~ "the end of the file and only activates when reading past it. This can be " -#~ "confusing but it conforms to how low-level file access works in all " -#~ "operating systems. There is always [method get_len] and [method " -#~ "get_position] to implement a custom logic." -#~ msgstr "" -#~ "Gibt [code]true[/code] zurück, wenn der Dateizeiger über das Ende der " -#~ "Datei hinaus gelesen hat.\n" -#~ "[b]Hinweis:[/b] Diese Funktion gibt immer noch [code]false[/code] zurück, " -#~ "während sie sich am Ende der Datei befindet, und wird nur aktiviert, wenn " -#~ "über das Ende hinaus gelesen wird. Dies kann verwirrend sein, entspricht " -#~ "aber der Funktionsweise des Low-Level-Dateizugriffs in allen " -#~ "Betriebssystemen. Es gibt immer [method get_len] und [method " -#~ "get_position], um eine eigene Logik zu implementieren." - -#~ msgid "Sorts the elements of the array in ascending order." -#~ msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde." - -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "Kehrt die Reihenfolge der Elemente des Arrays um." - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "" -#~ "Liefert [code]true[/code] wenn dieser [Rect2i] einen anderen komplett " -#~ "umschließt." - -#~ msgid "Returns this [Rect2i] expanded to include a given point." -#~ msgstr "Gibt dieses [Rect2i] erweitert um einen gegebenen Punkt zurück." - -#~ msgid "" -#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]." -#~ msgstr "" -#~ "Gibt ein größeres [Rect2i] zurück, das dieses [Rect2i] und [code]b[/code] " -#~ "enthält." - -#~ msgid "Cell can be checked." -#~ msgstr "Zelle kann markiert werden." - -#~ msgid "" -#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/" -#~ "code] vector, in radians.\n" -#~ "Equivalent to the result of [method @GDScript.atan2] when called with the " -#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/" -#~ "code]." -#~ msgstr "" -#~ "Liefert den Winkel dieses Vektors in Bezug auf die X-Achse oder den [code]" -#~ "(1, 0)[/code]-Vektor in Bogenmaß.\n" -#~ "Entspricht dem Ergebnis der [Methode @GDScript.atan2], wenn sie mit den " -#~ "[member y] und [member x] des Vektors als Parameter aufgerufen wird: " -#~ "[code]atan2(y, x)[/code]." - -#~ msgid "" -#~ "Returns the angle between the line connecting the two points and the X " -#~ "axis, in radians." -#~ msgstr "" -#~ "Gibt den Winkel zwischen der Linie, welche die zwei Punkte verbindet, und " -#~ "der X-Achse im Bogenmaß zurück." - -#~ msgid "Returns the ratio of [member x] to [member y]." -#~ msgstr "Gibt das Verhältnis von [member x] zu [member y] zurück." - -#~ msgid "" -#~ "Returns the vector with each component set to one or negative one, " -#~ "depending on the signs of the components." -#~ msgstr "" -#~ "Gibt den Vektor zurück der entsteht wenn alle Komponenten 1 oder -1 " -#~ "gesetzt werden, je nach ihren Vorzeichen." - -#~ msgid "A vector type." -#~ msgstr "Ein Vektortyp." - -#~ msgid "Beginning corner." -#~ msgstr "Anfangsecke." - -#~ msgid "Ending corner." -#~ msgstr "Zielecke." - -#~ msgid "Returns the angle in radians between the two vectors." -#~ msgstr "Gibt den Winkel zwischen zwei Vektoren im Bogenmaß zurück." - -#~ msgid "Returns the vector with a maximum length." -#~ msgstr "" -#~ "Gibt diesen Vektor, abgeschnitten auf die entsprechende Maximallänge, " -#~ "zurück." - -#~ msgid "" -#~ "Returns the 2-dimensional analog of the cross product with the given " -#~ "vector." -#~ msgstr "" -#~ "Gibt das zweidimensionale Gegenstück zum Kreuzprodukt der gegeben " -#~ "Vektoren zurück." - -#~ msgid "" -#~ "Returns the component of the vector along a plane defined by the given " -#~ "normal." -#~ msgstr "" -#~ "Gibt den Teil des Vektors, der in der Ebene definiert durch den übergeben " -#~ "Normalenvektor liegt, zurück." - -#~ msgid "Returns a perpendicular vector." -#~ msgstr "Gibt einen senkrechten Vektor zurück." - -#~ msgid "Zero vector." -#~ msgstr "Nullvektor." - -#~ msgid "Infinity vector." -#~ msgstr "Unendlichvektor." - -#~ msgid "Left unit vector." -#~ msgstr "Links-Einheitsvektor." - -#~ msgid "Right unit vector." -#~ msgstr "Rechts-Einheitsvektor." diff --git a/doc/translations/el.po b/doc/translations/el.po index 7740f84494..3cb7f3e35c 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -69963,14 +69963,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/es.po b/doc/translations/es.po index 630549c2b9..aded67e419 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -92605,7259 +92605,3 @@ msgid "" msgstr "" "Si es [code]true[/code], los nodos hijos son ordenados, de lo contrario el " "ordenado está deshabilitado." - -#~ msgid "" -#~ "Button's icon, if text is present the icon will be placed before the text." -#~ msgstr "" -#~ "Icono del botón, si el texto está presente el icono se colocará antes del " -#~ "texto." - -#~ msgid "Edits the given [Resource]." -#~ msgstr "Edita el [Resource] dado." - -#~ msgid "" -#~ "Replaces a node in a scene by the given one. Subscriptions that pass " -#~ "through this node will be lost." -#~ msgstr "" -#~ "Reemplaza un nodo en una escena por el dado. Las suscripciones que pasen " -#~ "por este nodo se perderán." - -#, fuzzy -#~ msgid "RigidBody's rotational velocity." -#~ msgstr "La velocidad de rotación de RigidBody3D." - -#, fuzzy -#~ msgid "" -#~ "Sets the active tab's [code]visible[/code] property to the value " -#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n" -#~ "Ignores non-[Control] children." -#~ msgstr "" -#~ "El actual índice de pestañas. Cuando se establece, la propiedad " -#~ "[code]visible[/code] de este índice del nodo [Control] se establece en " -#~ "[code]true[/code] y todas las demás se establecen en [code]false[/code]." - -#, fuzzy -#~ msgid "" -#~ "Inverse-transforms the given [Vector3], [Plane], [AABB], or " -#~ "[PoolVector3Array] by this transform." -#~ msgstr "" -#~ "Transforma de forma inversa el [Vector3], [Plane], [AABB], o " -#~ "[PackedVector3Array] dado por esta transformación." - -#, fuzzy -#~ msgid "" -#~ "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " -#~ "this transform." -#~ msgstr "" -#~ "Transforma de forma inversa el [Vector2], [Rect2], o [PackedVector2Array] " -#~ "dado por esta transformada." - -#~ msgid "Returns the 2D world of the viewport." -#~ msgstr "Devuelve el mundo 2D del viewport." - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "Devuelve este [AABB] ampliado para incluir un punto dado." - -#, fuzzy -#~ msgid "Returns the [Physics2DDirectBodyState] of the body." -#~ msgstr "Devuelve el [PhysicsDirectBodyState2D] del cuerpo." - -#, fuzzy -#~ msgid "Returns the [PhysicsDirectBodyState] of the body." -#~ msgstr "Devuelve el [PhysicsDirectBodyState2D] del cuerpo." - -#~ msgid "" -#~ "Output latency in milliseconds for audio. Lower values will result in " -#~ "lower audio latency at the cost of increased CPU usage. Low values may " -#~ "result in audible cracking on slower hardware." -#~ msgstr "" -#~ "La latencia de salida en milisegundos para el audio. Valores más bajos " -#~ "resultarán en una menor latencia de audio a costa de un mayor uso de la " -#~ "CPU. Valores bajos pueden resultar en un cracking audible en un hardware " -#~ "más lento." - -#~ msgid "Returns this [Rect2] expanded to include a given point." -#~ msgstr "Devuelve este [Rect2] ampliado para incluir un punto determinado." - -#~ msgid "Returns [code]true[/code] if the [Rect2] contains a point." -#~ msgstr "Devuelve [code]true[/code] si la [Rect2] contiene un punto." - -#~ msgid "" -#~ "Append vertices from a given [Mesh] surface onto the current vertex array " -#~ "with specified [Transform]." -#~ msgstr "" -#~ "Adición de vértices de una determinada superficie [Mesh] al array de " -#~ "vértices actual con la [Transform] especificada." - -#, fuzzy -#~ msgid "" -#~ "Returns a list of intersecting [Area]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "Devuelve una lista de los [Area2D] que se intersectan. Por razones de " -#~ "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista " -#~ "se modifica una vez durante el paso de la física, no inmediatamente " -#~ "después de que los objetos se muevan. Considere la posibilidad de usar " -#~ "señales en su lugar." - -#, fuzzy -#~ msgid "Emitted when the resource value was set and user clicked to edit it." -#~ msgstr "Emitido cuando se selecciona un recurso en el inspector." - -#~ msgid "" -#~ "OpenGL texture format [code]RED[/code] with a single component and a " -#~ "bitdepth of 8." -#~ msgstr "" -#~ "Formato de textura OpenGL [code]RED[/code] con un solo componente y una " -#~ "profundidad de bits de 8." - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "Devuelve la etiqueta utilizada para el texto interno." - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "Devuelve la instancia del [Button] OK." - -#~ msgid "Returns the [ColorPicker] that this node toggles." -#~ msgstr "Devuelve el [ColorPicker] que este nodo conmuta." - -#~ msgid "Returns the cancel button." -#~ msgstr "Devuelve el botón de cancelación." - -#~ msgid "" -#~ "Returns the [code]VBoxContainer[/code] used to display the file system." -#~ msgstr "" -#~ "Devuelve el [code]VBoxContainer[/code] utilizado para mostrar el sistema " -#~ "de archivos." - -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "Devuelve la instancia del editor [FileSystemDock]." - -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "Devuelve la instancia del editor [EditorInspector]." - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "Devuelve la instancia del editor [ScriptEditor]." - -#~ msgid "Returns the LineEdit for the selected file." -#~ msgstr "Devuelve el LineEdit del archivo seleccionado." - -#~ msgid "" -#~ "Returns the vertical box container of the dialog, custom controls can be " -#~ "added to it." -#~ msgstr "" -#~ "Devuelve el contenedor de la caja vertical del diálogo, se le pueden " -#~ "añadir controles personalizados." - -#~ msgid "Returns the [Object] ID associated with the list." -#~ msgstr "Devuelve el ID de [Object] asociado a la lista." - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [LineEdit]." -#~ msgstr "" -#~ "Devuelve el [PopupMenu] de este [LineEdit]. Por defecto, este menú se " -#~ "visualiza cuando se hace clic con el botón derecho del ratón en la " -#~ "[LineEdit]." - -#~ msgid "Returns the [PopupMenu] contained in this button." -#~ msgstr "Devuelve el [PopupMenu] contenido en este botón." - -#~ msgid "" -#~ "Removes a child node. The node is NOT deleted and must be deleted " -#~ "manually." -#~ msgstr "" -#~ "Elimina un nodo hijo. El nodo NO se elimina y debe ser eliminado " -#~ "manualmente." - -#~ msgid "Returns the vertical scrollbar." -#~ msgstr "Devuelve la barra de desplazamiento vertical." - -#~ msgid "" -#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." -#~ msgstr "" -#~ "Devuelve la barra de desplazamiento horizontal [HScrollBar] de este " -#~ "[ScrollContainer]." - -#~ msgid "" -#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." -#~ msgstr "" -#~ "Devuelve la barra de desplazamiento vertical [VScrollBar] de este " -#~ "[ScrollContainer]." - -#~ msgid "" -#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -#~ "access properties and methods of [LineEdit]." -#~ msgstr "" -#~ "Devuelve la instancia [LineEdit] de este [SpinBox]. Puedes usarlo para " -#~ "acceder a las propiedades y métodos de [LineEdit]." - -#~ msgid "" -#~ "Returns the [Popup] node instance if one has been set already with " -#~ "[method set_popup]." -#~ msgstr "" -#~ "Devuelve la instancia del nodo [Popup] si ya se ha establecido uno con " -#~ "[method set_popup]." - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [TextEdit]." -#~ msgstr "" -#~ "Devuelve el [PopupMenu] de este [TextEdit]. Por defecto, este menú se " -#~ "muestra cuando se hace clic con el botón derecho del ratón en el " -#~ "[TextEdit]." - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Thread] is currently active. An active " -#~ "[Thread] cannot start work on a new method but can be joined with [method " -#~ "wait_to_finish]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si este [Thread] está actualmente activo. Un " -#~ "[Thread] activo no puede empezar a trabajar en un nuevo método pero puede " -#~ "unirse con [method wait_to_finish]." - -#~ msgid "Wait time in seconds." -#~ msgstr "Tiempo de espera en segundos." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Devuelve la textura del tile." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve el coseno del ángulo [code]s[/code] en radianes.\n" -#~ "[codeblock]\n" -#~ "# Imprime 1 despues -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Función de easing, basada en el exponente. 0 es constante, 1 es lineal, 0 " -#~ "a 1 es de ease-in, 1+ es de ease-out. Los valores negativos son in-out/" -#~ "out in." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Convierte uno o más argumentos en strings de la mejor manera posible y " -#~ "los imprime en la consola.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve un array con el rango dado. La función acepta un argumento N (0 " -#~ "a N-1), dos argumentos (inicial, final-1) o tres argumentos (inicial, " -#~ "final-1, incremento).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Infinito positivo. Para el infinito negativo, use -INF." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"No es un número\", un valor inválido. [code]NaN[/code] tiene " -#~ "propiedades especiales, incluyendo que no es igual a sí mismo. Se produce " -#~ "por algunas operaciones inválidas, como la división de cero por cero." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "El singleton [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "El singleton [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "El singleton [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "El singleton [PhysicsServer3D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "El singleton [RenderingServer]." - -#~ msgid "Back key." -#~ msgstr "Tecla Atras." - -#~ msgid "Forward key." -#~ msgstr "Tecla Adelante." - -#~ msgid "Stop key." -#~ msgstr "Tecla Parar." - -#~ msgid "Refresh key." -#~ msgstr "Tecla Refresco." - -#~ msgid "An invalid game controller button." -#~ msgstr "Un botón de control de juego inválido." - -#~ msgid "Game controller SDL button A." -#~ msgstr "Botón A del mando de juego SDL." - -#~ msgid "Game controller SDL button B." -#~ msgstr "Botón B del mando de juego SDL." - -#~ msgid "Game controller SDL button X." -#~ msgstr "Botón X del mando de juego SDL." - -#~ msgid "Game controller SDL button Y." -#~ msgstr "Botón Y del mando de juego SDL." - -#~ msgid "Game controller SDL back button." -#~ msgstr "Botón volver del mando de juego SDL." - -#~ msgid "Game controller SDL start button." -#~ msgstr "Botón start del mando de juego SDL." - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "Botón stick izquierdo del mando de juego SDL." - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "Botón stick derecho del mando de juego SDL." - -#~ msgid "Game controller SDL D-pad up button." -#~ msgstr "Botón D-Pad arriba del mando de juego SDL." - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "Botón D-Pad abajo del mando de juego SDL." - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "Botón D-Pad derecha del mando de juego SDL." - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "El número de botones del mando de juego SDL." - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "" -#~ "El botón X del mando DualShock de Sony se asigna al botón A del SDL." - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "" -#~ "El botón cruz del mando DualShock de Sony se asigna al botón A del SDL." - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "" -#~ "El botón círculo del mando DualShock de Sony se asigna al botón B del SDL." - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "" -#~ "El botón cuadrado del mando DualShock de Sony se asigna al botón X del " -#~ "SDL." - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "" -#~ "El botón del triángulo del mando de Sony DualShock se asigna al botón Y " -#~ "de SDL." - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "" -#~ "El mando de Sony DualShock selecciona los mapas de botones para el botón " -#~ "de volver del SDL." - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "" -#~ "El botón de inicio del mando Sony DualShock se asigna al botón de start " -#~ "de SDL." - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "" -#~ "El botón PS del mando Sony DualShock se asigna al botón de guía de SDL." - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "" -#~ "El botón L1 del mando Sony DualShock se asigna al botón del hombro " -#~ "izquierdo de SDL." - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "" -#~ "El botón R1 del mando Sony DualShock se asigna al botón del hombro " -#~ "derecho de SDL." - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "" -#~ "El botón L3 del mando DualShock de Sony se asigna al botón del stick " -#~ "izquierdo del SDL." - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "" -#~ "El botón R3 del mando DualShock de Sony se asigna al botón del stick " -#~ "derecho del SDL." - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "El botón A del mando de juego de Xbox se asigna al botón A de SDL." - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "El botón B del mando de juego de Xbox se asigna al botón B de SDL." - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "El botón X del mando de juego de Xbox se asigna al botón X de SDL." - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "El botón Y del mando de juego de Xbox se asigna al botón Y de SDL." - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "" -#~ "El botón back del mando de juego de Xbox se mapea con el botón back del " -#~ "SDL." - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "" -#~ "El botón start del mando de juego de Xbox se mapea al botón start del SDL." - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "" -#~ "El botón home del mando de juego de la Xbox se conecta con el botón de la " -#~ "guía de SDL." - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "" -#~ "El botón stick izquierdo del mando de juego de la Xbox se mapea con el " -#~ "botón stick izquierdo del SDL." - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "" -#~ "El botón stick derecho del mando de juego de la Xbox se mapea con el " -#~ "botón stick derecho del SDL." - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "" -#~ "El botón del bumper izquierdo del mando de juego de la Xbox se mapea con " -#~ "el botón del hombro izquierdo del SDL." - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "" -#~ "El botón del bumper derecho del mando de juego de la Xbox se mapea con el " -#~ "botón del hombro derecho del SDL." - -#~ msgid "The maximum number of game controller buttons." -#~ msgstr "El número máximo de botones del mando del juego." - -#~ msgid "An invalid game controller axis." -#~ msgstr "Un eje de control de juego inválido." - -#~ msgid "Game controller left joystick x-axis." -#~ msgstr "Mando del juego eje X izquierdo del joystick." - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "Mando del juego eje Y izquierdo del joystick." - -#~ msgid "Game controller right joystick x-axis." -#~ msgstr "Mando del juego eje X derecho del joystick." - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "Mando del juego eje Y derecho del joystick." - -#~ msgid "Game controller left trigger axis." -#~ msgstr "Eje analógico del gatillo izquierdo del mando de videojuegos." - -#~ msgid "Game controller right trigger axis." -#~ msgstr "Gatillo derecho de eje analógico del mando de juegos." - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "El número de ejes del mando de juego SDL." - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "El joystick 0 eje-x del mando del juego." - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "El joystick 0 eje-y del mando del juego." - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "El joystick 1 eje-x del mando del juego." - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "El joystick 1 eje-y del mando del juego." - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "El joystick 2 eje-x del mando del juego." - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "El joystick 2 eje-y del mando del juego." - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "El joystick 3 eje-x del mando del juego." - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "El joystick 3 eje-y del mando del juego." - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "El joystick 4 eje-x del mando del juego." - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "El joystick 4 eje-y del mando del juego." - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "El número máximo de ejes del mando de juego." - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "" -#~ "Se utiliza para agrupar las propiedades en el editor en un subgrupo (bajo " -#~ "un grupo)." - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "La variable es de tipo [Vector2i]." - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "La variable es de tipo [Rect2i]." - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "La variable es de tipo [Vector3i]." - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "La variable es de tipo [StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "La variable es de tipo [Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "La variable es de tipo [Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "La variable es de tipo [PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "La variable es de tipo [PackedInt64Array]." - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "La variable es de tipo [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "La variable es de tipo [PackedFloat64Array]." - -#~ msgid "" -#~ "AABB consists of a position, a size, and several utility functions. It is " -#~ "typically used for fast overlap tests." -#~ msgstr "" -#~ "El AABB consiste en una posición, un tamaño y varias funciones de " -#~ "utilidad. Se utiliza típicamente para pruebas de superposición rápida." - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "La fuerza del efecto de luz especular de este [AnimatedSprite2D]." - -#~ msgid "The color of the specular light effect." -#~ msgstr "El color del efecto de la luz especular." - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "Este nodo puede ser usado para hacer que un comando de búsqueda le suceda " -#~ "a cualquier sub-hijo del gráfico. Después de establecer el tiempo, este " -#~ "valor vuelve a -1." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/es/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "The name of the current animation, \"\" if not playing anything. When " -#~ "being set, does not restart the animation. See also [method play]." -#~ msgstr "" -#~ "El nombre de la animación actual, \"\" si no está reproduciendo nada. " -#~ "Cuando se establece, no se reinicia la animación. Ver también [method " -#~ "play]." - -#~ msgid "" -#~ "If the currently being played animation changes, this signal will notify " -#~ "of such change." -#~ msgstr "" -#~ "Si la animación que se está reproduciendo actualmente cambia, esta señal " -#~ "notificará dicho cambio." - -#~ msgid "" -#~ "Returns an individual bit on the layer mask. Describes whether other " -#~ "areas will collide with this one on the given layer." -#~ msgstr "" -#~ "Devuelve un bit individual de la máscara de la capa. Describe si otras " -#~ "áreas colisionarán con ésta en la capa dada." - -#~ msgid "" -#~ "Returns an individual bit on the collision mask. Describes whether this " -#~ "area will collide with others on the given layer." -#~ msgstr "" -#~ "Devuelve un bit individual en la máscara de colisión. Describe si esta " -#~ "área colisionará con otras en la capa dada." - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This makes getting an area " -#~ "in/out of only one layer easier." -#~ msgstr "" -#~ "Coloca/limpia bits individuales de una mascara de capa. Esto hace mas " -#~ "facil poner o sacar una capa." - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This makes selecting the " -#~ "areas scanned easier." -#~ msgstr "" -#~ "Pone/borra bits individuales en la máscara de colisión. Esto hace que la " -#~ "selección de las áreas escaneadas sea más fácil." - -#~ msgid "The physics layers this area scans to determine collision detection." -#~ msgstr "" -#~ "Las capas físicas de esta área se escanean para determinar la detección " -#~ "de colisiones." - -#~ msgid "Emitted when another area enters." -#~ msgstr "Emitido cuando entra otra área." - -#~ msgid "Emitted when another area exits." -#~ msgstr "Emitido cuando sale otra área." - -#~ msgid "" -#~ "Emitted when another area enters, reporting which shapes overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "Emitido cuando entra otra área, informando qué formas se superponen. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el " -#~ "objeto padre del propietario de la [code]shape[/code]." - -#~ msgid "" -#~ "Emitted when another area exits, reporting which shapes were overlapping." -#~ msgstr "" -#~ "Emitida cuando sale otra área, informando qué formas se superponían." - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitida cuando entra un cuerpo físico.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] " -#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitida cuando un cuerpo físico sale.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] " -#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitida cuando entra un cuerpo físico, informando qué formas se " -#~ "superponen.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] " -#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitido cuando un cuerpo físico sale, informando qué formas se " -#~ "superponen.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] " -#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "General-purpose area node for detection and 3D physics influence." -#~ msgstr "" -#~ "Nodo de área de propósito general para la detección e influencia de la " -#~ "física 3D." - -#~ msgid "" -#~ "Returns a list of intersecting [Area3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "Devuelve una lista de los [Area3D] que se intersectan. Por razones de " -#~ "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista " -#~ "se modifica una vez durante el paso de la física, no inmediatamente " -#~ "después de que los objetos se muevan. Considere la posibilidad de usar " -#~ "señales en su lugar." - -#~ msgid "" -#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "Devuelve una lista de los [PhysicsBody3D] que se intersectan. Por razones " -#~ "de rendimiento (las colisiones se procesan todas al mismo tiempo) esta " -#~ "lista se modifica una vez durante el paso de la física, no inmediatamente " -#~ "después de que los objetos se muevan. Considere la posibilidad de " -#~ "utilizar señales en su lugar." - -#~ msgid "" -#~ "If [code]true[/code], the given area overlaps the Area3D.\n" -#~ "[b]Note:[/b] The result of this test is not immediate after moving " -#~ "objects. For performance, list of overlaps is updated once per frame and " -#~ "before the physics step. Consider using signals instead." -#~ msgstr "" -#~ "Si [code]true[/code], el área dada se superpone al Area3D.\n" -#~ "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " -#~ "los objetos. Para el rendimiento, la lista de superposiciones se " -#~ "actualiza una vez por fotograma y antes del paso de física. Considere la " -#~ "posibilidad de utilizar señales en su lugar." - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This simplifies editing this " -#~ "[Area3D]'s layers." -#~ msgstr "" -#~ "Pone/borra bits individuales en la máscara de la capa. Esto simplifica la " -#~ "edición de las capas de este [Area3D]." - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This simplifies editing " -#~ "which [Area3D] layers this [Area3D] scans." -#~ msgstr "" -#~ "Pone/borra bits individuales en la máscara de colisión. Esto simplifica " -#~ "la edición de las capas de [Area3D] que este [Area3D] escanea." - -#~ msgid "" -#~ "Emitted when another area enters, reporting which areas overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "Emitida cuando entra otra área, informando qué áreas se superponen. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el " -#~ "objeto padre del propietario de [code]shape[/code]." - -#~ msgid "" -#~ "Emitted when another area exits, reporting which areas were overlapping." -#~ msgstr "Emitida cuando sale otra área, informando qué áreas se superponían." - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitida cuando entra un cuerpo físico.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] " -#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitido cuando un cuerpo físico sale.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] " -#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitido cuando entra un cuerpo físico, informando qué formas se " -#~ "superponen.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] " -#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "Emitida cuando un cuerpo físico sale, informando qué formas se " -#~ "superponen.\n" -#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] " -#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente " -#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico " -#~ "virtual)." - -#~ msgid "Constructs an array from a [PackedFloat64Array]." -#~ msgstr "Construye un array a partir de un [PackedFloat64Array]." - -#~ msgid "Constructs an array from a [PackedFloat32Array]." -#~ msgstr "Construye un array a partir de un [PackedFloat32Array]." - -#~ msgid "Constructs an array from a [PackedInt32Array]." -#~ msgstr "Construye un array a partir de un [PackedInt32Array]." - -#~ msgid "" -#~ "Returns the last element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "" -#~ "Devuelve el último elemento del array, o [code]null[/code] si el array " -#~ "está vacío." - -#~ msgid "Removes the first occurrence of a value from the array." -#~ msgstr "Elimina la primera ocurrencia de un valor en un array." - -#~ msgid "" -#~ "Returns the first element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "" -#~ "Devuelve el primer elemento del array, o [code]null[/code] si el array es " -#~ "vacio." - -#~ msgid "Returns a hashed integer value representing the array contents." -#~ msgstr "" -#~ "Devuelve un valor entero en forma de hash representado el contenido del " -#~ "array." - -#~ msgid "" -#~ "Inserts a new element at a given position in the array. The position must " -#~ "be valid, or at the end of the array ([code]pos == size()[/code])." -#~ msgstr "" -#~ "Inserta un nuevo elemento en la posicion dada en el array.La posicion " -#~ "debe ser valido, o el final del array ([code]pos == size()[/code])." - -#~ msgid "" -#~ "Removes and returns the first element of the array. Returns [code]null[/" -#~ "code] if the array is empty." -#~ msgstr "" -#~ "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/" -#~ "code] si el array esta vacio." - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "Añade un elemento al principio del array." - -#~ msgid "" -#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" -#~ "code]." -#~ msgstr "" -#~ "Coloca el [code]weight_scale[/code] para el punto con el [code]id[/code] " -#~ "dado." - -#~ msgid "" -#~ "Packs multiple small textures in a single, bigger one. Helps to optimize " -#~ "video memory costs and render calls." -#~ msgstr "" -#~ "Empaqueta varias pequeñas texturas en una sola, mas grande. Ayuda a " -#~ "optimizar los costes de memoria de video y las llamadas a renderizacion." - -#~ msgid "" -#~ "[Texture2D] resource aimed at managing big textures files that pack " -#~ "multiple smaller textures. Consists of a [Texture2D], a margin that " -#~ "defines the border width, and a region that defines the actual area of " -#~ "the AtlasTexture." -#~ msgstr "" -#~ "Recurso [Texture2D] utilizado para manejar grandes archivos de texturas " -#~ "que empaquetan varias texturas mas pequeñas. Consiste en una [Texture2D], " -#~ "un margen que define el ancho del borde, una region que define el area " -#~ "actual de la AtlasTexture." - -#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)." -#~ msgstr "" -#~ "Valor de altura. Puede variar entre 0 (-1 octava) y 16 (+16 octavas)." - -#~ msgid "Plays an audio stream non-positionally." -#~ msgstr "Reproduce un stream de audio sin posición." - -#~ msgid "Plays audio in 2D." -#~ msgstr "Reproduce el audio en 2D." - -#~ msgid "Plays audio that dampens with distance from screen center." -#~ msgstr "" -#~ "Reproduce un audio que se atenúa con la distancia del centro de la " -#~ "pantalla." - -#~ msgid "" -#~ "Plays a sound effect with directed sound effects, dampens with distance " -#~ "if needed, generates effect of hearable position in space." -#~ msgstr "" -#~ "Reproduce un efecto de sonido con efectos de sonido dirigido, se " -#~ "amortigua con la distancia si es necesario, genera un efecto de posición " -#~ "audible en el espacio." - -#~ msgid "Dampens audio above this frequency, in Hz." -#~ msgstr "Amortigua el audio por encima de esta frecuencia, en Hz." - -#~ msgid "Decides in which step the Doppler effect should be calculated." -#~ msgstr "Decide en qué paso debe calcularse el efecto Doppler." - -#~ msgid "Factor for the attenuation effect." -#~ msgstr "Factor para el efecto de atenuación." - -#~ msgid "No dampening of loudness according to distance." -#~ msgstr "No hay disminución del sonido según la distancia." - -#~ msgid "Mix this audio in, even when it's out of range." -#~ msgstr "Mezcla este audio, incluso cuando está fuera de rango." - -#~ msgid "Pause this audio when it gets out of range." -#~ msgstr "Pone en pausa este audio cuando se sale del rango." - -#~ msgid "The sample rate for mixing this audio." -#~ msgstr "La frecuencia de muestreo para mezclar este audio." - -#~ msgid "" -#~ "Focus access mode to use when switching between enabled/disabled (see " -#~ "[member Control.focus_mode] and [member disabled])." -#~ msgstr "" -#~ "Modo de acceso de enfoque para utilizar cuando se cambia entre activado/" -#~ "desactivado (ver [member Control.focus_mode] y [member disabled])." - -#~ msgid "" -#~ "If [code]true[/code], the button's state is pressed. Means the button is " -#~ "pressed down or toggled (if [member toggle_mode] is active)." -#~ msgstr "" -#~ "Si [code]true[/code], el botón de estado es presionado. Es decir, el " -#~ "botón es pulsado o conmutado (si está activado [member toggle_mode] )." - -#~ msgid "" -#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum " -#~ "TextureParam] for available slots." -#~ msgstr "" -#~ "Establece la textura para la ranura especificada por [code]param[/code]. " -#~ "Véase [enum TextureParam] para los espacios disponibles." - -#~ msgid "If [code]true[/code], the backlight effect is enabled." -#~ msgstr "Si [code]true[/code], se activa el efecto de luz de fondo." - -#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]." -#~ msgstr "" -#~ "Controla la forma en que el objeto está de cara a la cámara. Ver [enum " -#~ "BillboardMode]." - -#~ msgid "Distance at which the object fades fully and is no longer visible." -#~ msgstr "" -#~ "Distancia a la que el objeto se desvanece completamente y ya no es " -#~ "visible." - -#~ msgid "" -#~ "Distance at which the object starts to fade. If the object is less than " -#~ "this distance away it will appear normal." -#~ msgstr "" -#~ "Distancia a la que el objeto comienza a desvanecerse. Si el objeto está a " -#~ "menos de esta distancia, parecerá normal." - -#~ msgid "" -#~ "If [code]true[/code], the refraction effect is enabled. Distorts " -#~ "transparency based on light from behind the object." -#~ msgstr "" -#~ "Si [code]true[/code], se activa el efecto de refracción. Distorsiona la " -#~ "transparencia basada en la luz que viene de detrás del objeto." - -#~ msgid "The strength of the refraction effect." -#~ msgstr "La fuerza del efecto de refracción." - -#~ msgid "" -#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex " -#~ "lighting is faster, making it the best choice for mobile applications, " -#~ "however it looks considerably worse than per-pixel." -#~ msgstr "" -#~ "Establece si el sombreado se produce por píxel o por vértice. La " -#~ "iluminación por vértice es más rápida, lo que la convierte en la mejor " -#~ "opción para las aplicaciones móviles, sin embargo se ve considerablemente " -#~ "peor que la de por píxel." - -#~ msgid "" -#~ "If [code]true[/code], subsurface scattering will use a special mode " -#~ "optimized for the color and density of human skin." -#~ msgstr "" -#~ "Si [code]true[/code], la dispersión del subsuelo utilizará un modo " -#~ "especial optimizado para el color y la densidad de la piel humana." - -#~ msgid "Filter flags for the texture. See [enum TextureFilter] for options." -#~ msgstr "" -#~ "Filtro de flags para la textura. Ver [enum TextureFilter] para las " -#~ "opciones." - -#~ msgid "" -#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is " -#~ "calculated in world space rather than object local space. See also " -#~ "[member uv2_triplanar]." -#~ msgstr "" -#~ "Si [code]true[/code], la cartografía triplanar para [code]UV2[/code] se " -#~ "calcula en el espacio del mundo en lugar de en el espacio local de los " -#~ "objetos. Ver también [member uv2_triplanar]." - -#~ msgid "" -#~ "Texture specifying per-pixel transmittance for subsurface scattering." -#~ msgstr "" -#~ "Textura que especifica la transmisión por píxel para la subsurface " -#~ "scattering." - -#~ msgid "Texture specifying per-pixel backlight color." -#~ msgstr "Textura que especifica el color de la luz de fondo por píxel." - -#~ msgid "Texture holding ambient occlusion, roughness, and metallic." -#~ msgstr "" -#~ "Textura que mantiene los valores de la oclusión ambiental, la rugosidad y " -#~ "el metal." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering, but the texture will look pixelized." -#~ msgstr "" -#~ "El filtro de textura se lee sólo desde el píxel más cercano. Es el método " -#~ "más simple y rápido de filtrar, pero la textura se verá pixelada." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels. Use this when you " -#~ "want to avoid a pixelated style, but do not want mipmaps." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos. Úsalo " -#~ "cuando quieras evitar un estilo pixelado, pero no quieras mipmaps." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "The fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "El filtro de textura se lee desde el píxel más cercano en el mipmap más " -#~ "cercano. La forma más rápida de leer de las texturas con mipmaps." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -#~ "smooth out pixels that are far from the camera." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre " -#~ "los 2 mipmaps más cercanos. Utilízalo en la mayoría de los casos, ya que " -#~ "los mipmaps son importantes para suavizar los píxeles que están lejos de " -#~ "la cámara." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera." -#~ msgstr "" -#~ "El filtro de textura lee desde el píxel más cercano, pero selecciona un " -#~ "mipmap basado en el ángulo entre la superficie y la vista de la cámara. " -#~ "Esto reduce los artefactos en las superficies que están casi en línea con " -#~ "la cámara." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y " -#~ "selecciona un mipmap basado en el ángulo entre la superficie y la vista " -#~ "de la cámara. Esto reduce los artefactos en las superficies que están " -#~ "casi en línea con la cámara. Esta es la más lenta de las opciones de " -#~ "filtrado, pero da como resultado una textura de la más alta calidad." - -#~ msgid "The material will not use transparency." -#~ msgstr "El material no utilizará la transparencia." - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "" -#~ "El material usará los valores alfa de la textura para la transparencia." - -#~ msgid "" -#~ "The material will cut off all values below a threshold, the rest will " -#~ "remain opaque." -#~ msgstr "" -#~ "El material cortará todos los valores por debajo de un umbral, el resto " -#~ "permanecerá opaco." - -#~ msgid "" -#~ "The material will use the texture's alpha value for transparency, but " -#~ "will still be rendered in the pre-pass." -#~ msgstr "" -#~ "El material utilizará el valor alfa de la textura para la transparencia, " -#~ "pero aún así se renderizará en el paso previo." - -#~ msgid "Represents the size of the [enum Transparency] enum." -#~ msgstr "Representa el tamaño del enum [enum Transparency]." - -#~ msgid "The object will not receive shadows." -#~ msgstr "El objeto no recibirá sombras." - -#~ msgid "" -#~ "The object will be shaded per pixel. Useful for realistic shading effect." -#~ msgstr "" -#~ "El objeto se sombreará por píxel. Es útil para un efecto de sombreado " -#~ "realista." - -#~ msgid "" -#~ "The object will be shaded per vertex. Useful when you want cheaper " -#~ "shaders and do not care about visual quality." -#~ msgstr "" -#~ "El objeto será sombreado por vértice. Es útil cuando quieres sombreadores " -#~ "más baratos y no te importa la calidad visual." - -#~ msgid "Represents the size of the [enum ShadingMode] enum." -#~ msgstr "Representa el tamaño del enum [enum ShadingMode]." - -#~ msgid "Constant for setting [member heightmap_enabled]." -#~ msgstr "Constante para configuración [member heightmap_enabled]." - -#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." -#~ msgstr "" -#~ "Constante para configuración [member " -#~ "subsurf_scatter_transmittance_enabled]." - -#~ msgid "Constant for setting [member backlight_enabled]." -#~ msgstr "Constante para configuración [member backlight_enabled]." - -#~ msgid "" -#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 " -#~ "range. If using one of the linear filtering modes, this can result in " -#~ "artifacts at the edges of a texture when the sampler filters across the " -#~ "edges of the texture." -#~ msgstr "" -#~ "Habilita que la textura se repita cuando las coordenadas UV están fuera " -#~ "del rango 0-1. Si se utiliza uno de los modos de filtrado lineal, esto " -#~ "puede dar lugar a artefactos en los bordes de una textura cuando el " -#~ "muestreador se filtra a través de los bordes de la textura." - -#~ msgid "" -#~ "Invert values read from a depth texture to convert them to height values " -#~ "(heightmap)." -#~ msgstr "" -#~ "Invertir los valores leídos de una textura de profundidad para " -#~ "convertirlos en valores de altura (mapa de altura)." - -#~ msgid "" -#~ "Enables the skin mode for subsurface scattering which is used to improve " -#~ "the look of subsurface scattering when used for human skin." -#~ msgstr "" -#~ "Habilita el modo de piel para la subsurface scattering el cual se utiliza " -#~ "para mejorar el aspecto de la subsurface scattering cuando se utiliza " -#~ "para la piel humana." - -#~ msgid "" -#~ "An object representing a method in a certain object that can be called." -#~ msgstr "" -#~ "Un objeto que representa un método en un determinado objeto que puede ser " -#~ "llamado." - -#~ msgid "" -#~ "[Callable] is a first class object which can be held in variables and " -#~ "passed to functions. It represents a given method in an [Object], and is " -#~ "typically used for signal callbacks.\n" -#~ "[b]Example:[/b]\n" -#~ "[codeblock]\n" -#~ "var callable = Callable(self, \"print_args\")\n" -#~ "func print_args(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n" -#~ " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 " -#~ "Node(Node.gd)::print_args\".\n" -#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 " -#~ "arguments.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[Callabl] es un objeto de primera clase que puede ser mantenido en " -#~ "variables y pasado a funciones. Representa un método dado en un " -#~ "[Objecto], y es típicamente usado para señalar llamadas.\n" -#~ "[b]Ejemplo:[/b]\n" -#~ "[codeblock]\n" -#~ "var llamable = Callable(self, \"imprimir_argumentos\")\n" -#~ "func imprimir_argumentos(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " llamable.call(\"hola\", \"mundo\") # Imprime \"hola mundo\".\n" -#~ " llamable.call(Vector2.UP, 42, callable) # Imprime \"(0, -1) 42 " -#~ "Node(Node.gd)::imprimir_argumentos\".\n" -#~ " llamable.call(\"invalid\") # Llamada inválida, debe tener al menos 2 " -#~ "argumentos.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Creates a new [Callable] for the method called [code]method_name[/code] " -#~ "in the specified [code]object[/code]." -#~ msgstr "" -#~ "Crea un nuevo [Callable] para el método llamado [code]method_name[/code] " -#~ "en el [code]object[/code] especificado." - -#~ msgid "" -#~ "Calls the method represented by this [Callable]. Arguments can be passed " -#~ "and should match the method's signature." -#~ msgstr "" -#~ "Llama al método representado por este [Callable]. Los argumentos pueden " -#~ "ser pasados y deben coincidir con los indicados por el método." - -#~ msgid "" -#~ "Calls the method represented by this [Callable] in deferred mode, i.e. " -#~ "during the idle frame. Arguments can be passed and should match the " -#~ "method's signature." -#~ msgstr "" -#~ "Llama al método representado por este [Callable] en modo diferido, es " -#~ "decir, durante los fotogramas de inactividad. Los argumentos pueden ser " -#~ "pasados y deben coincidir con los indicados por el método." - -#~ msgid "Returns the name of the method represented by this [Callable]." -#~ msgstr "Devuelve el nombre del método representado por este [Callable]." - -#~ msgid "Returns the object on which this [Callable] is called." -#~ msgstr "Devuelve el objeto sobre el que se llama este [Callable]." - -#~ msgid "" -#~ "Returns the ID of this [Callable]'s object (see [method Object." -#~ "get_instance_id])." -#~ msgstr "" -#~ "Devuelve el ID del objeto de este [Callable] (ver [method Object." -#~ "get_instance_id])." - -#~ msgid "" -#~ "If [code]true[/code], the camera smoothly stops when reaches its limits." -#~ msgstr "" -#~ "Si [code]true[/code], la cámara se detiene suavemente cuando llega a sus " -#~ "límites." - -#~ msgid "" -#~ "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] " -#~ "may provide different transforms than the [Node] transform." -#~ msgstr "" -#~ "Obtiene la transformada de la cámara. Las subclases de cámaras como " -#~ "[ClippedCamera3D] pueden proveer transformaciones diferentes que la " -#~ "transformación de [Nodo]." - -#~ msgid "" -#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the " -#~ "given 3D point in worldspace." -#~ msgstr "" -#~ "Devuelve la coordenada 2D en el rectángulo [Viewport] que mapea al punto " -#~ "3D dado en el espacio del mundo." - -#~ msgid "" -#~ "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate " -#~ "the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" -#~ "url] for objects changed in particular [code]_process[/code] methods. See " -#~ "[enum DopplerTracking] for possible values." -#~ msgstr "" -#~ "Si no [constant DOPPLER_TRACKING_DISABLED], esta cámara simulará el " -#~ "efecto [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler[/url] " -#~ "para los objetos cambiados en los métodos particulares de [code]_process[/" -#~ "code]. Ver [enum DopplerTracking] para los posibles valores." - -#~ msgid "The [CameraEffects] to use for this camera." -#~ msgstr "El [CameraEffects] a utilizar para esta cámara." - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override." -#~ msgstr "" -#~ "Contiene efectos específicos de la cámara como la profundidad de campo y " -#~ "la anulación de la exposición." - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override.\n" -#~ "See also [Environment] for general 3D environment settings." -#~ msgstr "" -#~ "Contiene efectos específicos de la cámara como la profundidad de campo y " -#~ "la anulación de la exposición.\n" -#~ "Véase también [Environment] para los ajustes generales del entorno 3D." - -#~ msgid "" -#~ "The amount of blur for both near and far depth-of-field effects. The " -#~ "amount of blur increases the radius of the blur effect, making the " -#~ "affected area blurrier. However, If the amount is too high, you might " -#~ "start to see lines appearing, especially when using a low quality blur." -#~ msgstr "" -#~ "La cantidad de borrosidad para los efectos de profundidad de campo tanto " -#~ "de cerca como de lejos. La cantidad de desenfoque aumenta el radio del " -#~ "efecto de desenfoque, haciendo más borrosa la zona afectada. Sin embargo, " -#~ "si la cantidad es demasiado alta, es posible que empiece a ver aparecer " -#~ "líneas, especialmente cuando se utiliza un desenfoque de baja calidad." - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field far blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no far away objects." -#~ msgstr "" -#~ "Si [code]true[/code], permite el efecto de borrosidad de profundidad de " -#~ "campo. Esto tiene un costo de rendimiento significativo. Considere la " -#~ "posibilidad de desactivarlo en escenas en las que no haya objetos lejanos." - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field near blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no nearby objects." -#~ msgstr "" -#~ "Si [code]true[/code], activa la profundidad de campo cerca del efecto de " -#~ "borrosidad. Esto tiene un costo de rendimiento significativo. Considere " -#~ "la posibilidad de desactivarlo en escenas en las que no haya objetos " -#~ "cercanos." - -#~ msgid "" -#~ "The exposure override value to use. Higher values will result in a " -#~ "brighter scene. Only effective if [member override_exposure_enabled] is " -#~ "[code]true[/code]." -#~ msgstr "" -#~ "El valor de anulación de la exposición a utilizar. Valores más altos " -#~ "resultarán en una escena más brillante. Sólo es efectivo si [member " -#~ "override_exposure_enabled] es [code]true[/code]." - -#~ msgid "" -#~ "If [code]true[/code], overrides the manual or automatic exposure defined " -#~ "in the [Environment] with the value in [member override_exposure]." -#~ msgstr "" -#~ "Si [code]true[/code], anula la exposición manual o automática definida en " -#~ "el [Environment] con el valor en [member override_exposure]." - -#~ msgid "" -#~ "Returns the [CameraFeed] corresponding to the camera with the given " -#~ "[code]index[/code]." -#~ msgstr "" -#~ "Devuelve el [CameraFeed] correspondiente a la cámara con el [code]index[/" -#~ "code] dado." - -#~ msgid "Removes the specified camera [code]feed[/code]." -#~ msgstr "Elimina la cámara especificada [code]feed[/code]." - -#~ msgid "" -#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." -#~ msgstr "" -#~ "La imagen de la cámara [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/" -#~ "url]." - -#~ msgid "Draws multiple, parallel lines with a uniform [code]color[/code]." -#~ msgstr "" -#~ "Dibuja múltiples líneas paralelas con un [code]color[/code] uniforme." - -#~ msgid "The texture filtering mode to use on this [CanvasItem]." -#~ msgstr "El modo de filtrado de texturas a utilizar en este [CanvasItem]." - -#~ msgid "The texture repeating mode to use on this [CanvasItem]." -#~ msgstr "El modo de repetición de texturas para usar en este [CanvasItem]." - -#~ msgid "Emitted when the item rect has changed." -#~ msgstr "Emitido cuando el objeto rect ha cambiado." - -#~ msgid "The [CanvasItem] will inherit the filter from its parent." -#~ msgstr "El [CanvasItem] heredará el filtro de su padre." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering. Useful for pixel art." -#~ msgstr "" -#~ "El filtro de textura se lee sólo desde el píxel más cercano. El método " -#~ "más simple y rápido de filtrado. Útil para el pixel art." - -#~ msgid "" -#~ "The texture filter blends between the nearest four pixels. Use this for " -#~ "most cases where you want to avoid a pixelated style." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los cuatro píxeles más cercanos. " -#~ "Úsalo para la mayoría de los casos en los que quieras evitar un estilo " -#~ "pixelado." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "This is the fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "El filtro de textura se lee desde el píxel más cercano en el mipmap más " -#~ "cercano. Esta es la forma más rápida de leer de las texturas con mipmaps." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed " -#~ "at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to " -#~ "smooth out pixels that are smaller than on-screen pixels." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre " -#~ "los 2 mipmaps más cercanos. Utilízalo para texturas artísticas que no " -#~ "sean píxeles y que se puedan ver a baja escala (por ejemplo, debido al " -#~ "zoom [Camera2D]), ya que los mipmaps son importantes para suavizar los " -#~ "píxeles que son más pequeños que los de la pantalla." - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more " -#~ "appropriate." -#~ msgstr "" -#~ "El filtro de textura lee desde el píxel más cercano, pero selecciona un " -#~ "mipmap basado en el ángulo entre la superficie y la vista de la cámara. " -#~ "Esto reduce los artefactos en las superficies que están casi en línea con " -#~ "la cámara.\n" -#~ "[b]Nota:[/b] Este filtro de textura es raramente útil en proyectos 2D. La " -#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] es normalmente más " -#~ "apropiada." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y " -#~ "selecciona un mipmap basado en el ángulo entre la superficie y la vista " -#~ "de la cámara. Esto reduce los artefactos en las superficies que están " -#~ "casi en línea con la cámara. Esta es la más lenta de las opciones de " -#~ "filtrado, pero da como resultado una textura de la más alta calidad.\n" -#~ "[b]Nota:[/b] Este filtro de textura es raramente útil en proyectos 2D. La " -#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] es normalmente más " -#~ "apropiada." - -#~ msgid "Texture will repeat normally." -#~ msgstr "La textura se repetirá normalmente." - -#~ msgid "" -#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions " -#~ "are mirrored." -#~ msgstr "" -#~ "La textura se repetirá en un modo de mosaico 2x2, donde los elementos en " -#~ "posiciones impares se reflejan." - -#~ msgid "Represents the size of the [enum TextureRepeat] enum." -#~ msgstr "Representa el tamaño del enum [enum TextureRepeat]." - -#~ msgid "Height of the capsule mesh from the center point." -#~ msgstr "La altura de la malla de la cápsula desde el punto central." - -#~ msgid "" -#~ "The camera's collision mask. Only objects in at least one collision layer " -#~ "matching the mask will be detected." -#~ msgstr "" -#~ "La máscara de colisión de la cámara. Sólo se detectarán los objetos en se " -#~ "encuentren al menos en una capa de colisión que coincida con la máscara." - -#~ msgid "Adds a [Shape3D] to the shape owner." -#~ msgstr "Añade un [Shape3D] al dueño de la forma." - -#~ msgid "Returns the [Shape3D] with the given id from the given shape owner." -#~ msgstr "" -#~ "Devuelve el [Shape3D] con la identificación dada por el dueño de la forma." - -#~ msgid "" -#~ "Returns the child index of the [Shape3D] with the given id from the given " -#~ "shape owner." -#~ msgstr "" -#~ "Devuelve el índice de hijos de la [Forma3D] con la identificación dada " -#~ "del propietario de la forma." - -#~ msgid "" -#~ "Emitted when [method _input_event] receives an event. See its description " -#~ "for details." -#~ msgstr "" -#~ "Emitido cuando [method _input_event] recibe un evento. Vea su descripción " -#~ "para más detalles." - -#~ msgid "" -#~ "Constructs a color from an existing color, but with a custom alpha " -#~ "value.\n" -#~ "[codeblock]\n" -#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Construye un color a partir de un color existente, pero con un valor alfa " -#~ "personalizado.\n" -#~ "[codeblock]\n" -#~ "var rojo = Color(Color.red, 0.5) # 50% rojo transaparente.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Displays a color picker widget. Useful for selecting a color from an RGB/" -#~ "RGBA colorspace." -#~ msgstr "" -#~ "Muestra un widget de selección de color. Es útil para seleccionar un " -#~ "color de un espacio de color RGB/RGBA." - -#~ msgid "" -#~ "Encapsulates a [ColorPicker] making it accessible by pressing a button. " -#~ "Pressing the button will toggle the [ColorPicker] visibility." -#~ msgstr "" -#~ "Encapsula un [ColorPicker] haciéndolo accesible al presionar un botón. Al " -#~ "pulsar el botón se cambia la visibilidad de [ColorPicker]." - -#~ msgid "Displays a colored rectangle." -#~ msgstr "Muestra un rectángulo coloreado." - -#~ msgid "" -#~ "Overrides the [Color] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If the [code]color[/code] is empty or invalid, " -#~ "the override is cleared and the color from assigned [Theme] is used." -#~ msgstr "" -#~ "Sobreescribe el [Color] con el [code]name[/code] dado en el recurso " -#~ "[member theme] que utiliza el control. Si el [code]color[/code] está " -#~ "vacío o no es válido, la anulación se borra y se utiliza el color del " -#~ "[Theme] asignado." - -#~ msgid "" -#~ "Overrides an integer constant with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If the [code]constant[/code] is empty " -#~ "or invalid, the override is cleared and the constant from assigned " -#~ "[Theme] is used." -#~ msgstr "" -#~ "Sobreescribe una constante entera con el [code]name[/code] dado en el " -#~ "recurso [member theme] que utiliza el control. Si la constante " -#~ "[code]constant[/code] está vacía o no es válida, la sobreescritura se " -#~ "borra y se utiliza la constante del [Theme] es asignada." - -#~ msgid "" -#~ "Overrides the font with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]font[/code] is empty or invalid, the " -#~ "override is cleared and the font from assigned [Theme] is used." -#~ msgstr "" -#~ "Sobrescribe la fuente con el [code]name[/code] dado en el recurso [member " -#~ "theme] que utiliza el control. Si la fuente [code]font[/code] está vacía " -#~ "o no es válida, la anulación se borra y se utiliza la fuente del [Theme] " -#~ "asignado." - -#~ msgid "" -#~ "Overrides the icon with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]icon[/code] is empty or invalid, the " -#~ "override is cleared and the icon from assigned [Theme] is used." -#~ msgstr "" -#~ "Sobreescribe el icono con el [code]name[/code] dado en el recurso [member " -#~ "theme] que utiliza el control. Si el icono [code]icon[/code] está vacío o " -#~ "no es válido, la sobreescritura se borra y se utiliza el icono del " -#~ "[Theme] asignado." - -#~ msgid "" -#~ "Overrides the [Shader] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]shader[/code] is empty or invalid, " -#~ "the override is cleared and the shader from assigned [Theme] is used." -#~ msgstr "" -#~ "Sobrescribe el [Shader] con el [code]name[/code] dado en el recurso " -#~ "[member theme] que utiliza el control. Si [code]shader[/code] está vacío " -#~ "o no es válido, la sobreescritura se borra y se utiliza el shader del " -#~ "[Theme] asignado." - -#~ msgid "" -#~ "Overrides the [StyleBox] with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If [code]stylebox[/code] is empty or " -#~ "invalid, the override is cleared and the [StyleBox] from assigned [Theme] " -#~ "is used." -#~ msgstr "" -#~ "Sobreescribe el [StyleBox] con el [code]name[/code] dado en el recurso " -#~ "[member theme] que utiliza el control. Si [code]stylebox[/code] está " -#~ "vacío o no es válido, la sobrees se borra y se utiliza el [StyleBox] del " -#~ "[Theme] asignado." - -#~ msgid "" -#~ "Returns a color from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code].\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve un color del [Theme] asignado con el [code]name[/code] dado y " -#~ "asociado con el [Control] del [code]type[/code] dado.\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") # obtiene el " -#~ "color definido por la fuente del botón\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a constant from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "Devuelve una constante de [Theme] asignada con un [code]name[/code] dado " -#~ "y asociada a [Control] de un [code]type[/code] dado." - -#~ msgid "" -#~ "Returns a font from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "Devuelve una fuente de [Theme] asignada con un [code]name[/code] dado y " -#~ "asociada a [Control] de [code]type[/code] dado." - -#~ msgid "" -#~ "Returns an icon from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "Devuelve un icono de [Theme] asignado con un [code]name[/code] dado y " -#~ "asociado con [Control] de [code]type[/code] dado." - -#~ msgid "" -#~ "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] " -#~ "and associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "Devuelve un [StyleBox] de [Theme] asignado con un [code]name[/code] dado " -#~ "y asociado a [Control] de [code]type[/code] dado." - -#~ msgid "" -#~ "Returns [code]true[/code] if [Color] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el [Color] con el [code]name[/code] dado y " -#~ "asociado con el [Control] del [code]type[/code] dado existe en el [Theme] " -#~ "asignado." - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la constante con el [code]name[/code] dado " -#~ "y asociada al [Control] del [code]type[/code] dado existe en el [Theme] " -#~ "asignado." - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la constante con el [code]name[/code] dado " -#~ "tiene una sobreescritura válida en este nodo [Control]." - -#~ msgid "" -#~ "Returns [code]true[/code] if font with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la fuente con el [code]name[/code] dado y " -#~ "asociada al [Control] del [code]type[/code] dado existe en el [Theme] " -#~ "asignado." - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el icono con el [code]nombre[/code] dado y " -#~ "asociado con el [Control] del [code]type[/code] dado existe en el [Theme] " -#~ "asignado." - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el icono con el nombre [code]name[/code] " -#~ "dado tiene una sobreescritura válida en este nodo [Control]." - -#~ msgid "" -#~ "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si [Shader] con el nombre [code]name[/code] " -#~ "dado tiene una sobreescritura válida en este nodo [Control]." - -#~ msgid "" -#~ "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si [StyleBox] con el [code]name[/code] dado y " -#~ "asociado con el [Control] del [code]type[/code] dado existe en el [theme] " -#~ "asignado." - -#~ msgid "" -#~ "Changes the tooltip text. The tooltip appears when the user's mouse " -#~ "cursor stays idle over this control for a few moments, provided that the " -#~ "[member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You " -#~ "can change the time required for the tooltip to appear with [code]gui/" -#~ "timers/tooltip_delay_sec[/code] option in Project Settings." -#~ msgstr "" -#~ "Cambia el texto de la sugerenica. La sugerencia aparece cuando el cursor " -#~ "del ratón del usuario permanece inactivo sobre este control por unos " -#~ "momentos, siempre que la propiedad [member mouse_filter] no sea [constant " -#~ "MOUSE_FILTER_IGNORE]. Se puede modificar el tiempo necesario para que la " -#~ "sugerencia aparezca con la opción [code]gui/timers/tooltip_delay_sec[/" -#~ "code] en los parámetros del proyecto." - -#~ msgid "" -#~ "Emitted when the mouse enters the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "Emitido cuando el ratón entra en el área de [code]Rect[/code] del " -#~ "control, siempre que su [member mouse_filter] permita que el evento " -#~ "llegue a él." - -#~ msgid "" -#~ "Emitted when the mouse leaves the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "Emitido cuando el ratón abandona el área de [code]Rect[/code] del " -#~ "control, siempre que su [member mouse_filter] permita que el evento " -#~ "llegue a él." - -#~ msgid "Number of particles emitted in one emission cycle." -#~ msgstr "Número de partículas emitidas en un ciclo de emisión." - -#~ msgid "Each particle's color will vary along this [Gradient]." -#~ msgstr "El color de cada partícula variará a lo largo de este [Gradient]." - -#~ msgid "" -#~ "Sets this node's properties to match a given [GPUParticles3D] node with " -#~ "an assigned [ParticlesMaterial]." -#~ msgstr "" -#~ "Establece las propiedades de este nodo para hacer coincidir un nodo " -#~ "[GPUParticles3D] dado con un [ParticlesMaterial] asignado." - -#~ msgid "Unused for 3D particles." -#~ msgstr "No se usa para partículas 3D." - -#~ msgid "" -#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." -#~ msgstr "" -#~ "Este nodo toma una forma de polígono 2D y lo extrae para crear una malla " -#~ "3D." - -#~ msgid "Material to use for the resulting mesh." -#~ msgstr "Material a utilizar para la malla resultante." - -#~ msgid "Extrusion mode." -#~ msgstr "Modo extrusión." - -#~ msgid "" -#~ "If [code]true[/code] the u component of our uv will continuously increase " -#~ "in unison with the distance traveled along our path when [member mode] is " -#~ "[constant MODE_PATH]." -#~ msgstr "" -#~ "Si [code]true[/code] el componente u de nuestro uv aumentará " -#~ "continuamente al unísono con la distancia recorrida a lo largo de nuestro " -#~ "camino cuando [member mode] sea [constant MODE_PATH]." - -#~ msgid "" -#~ "Interval at which a new extrusion slice is added along the path when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "Intervalo en el que se añade un nuevo trozo de extrusión a lo largo de la " -#~ "ruta cuando el [member mode] es [constant MODE_PATH]." - -#~ msgid "" -#~ "If [code]true[/code] the start and end of our path are joined together " -#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "Si [code]true[/code] el comienzo y el final de nuestro camino se unen " -#~ "asegurando que no haya ninguna costura cuando [member mode] es [constant " -#~ "MODE_PATH]." - -#~ msgid "" -#~ "If [code]false[/code] we extrude centered on our path, if [code]true[/" -#~ "code] we extrude in relation to the position of our CSGPolygon3D when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "Si [code]false[/code] extruimos centrado en nuestra cuha, si [code]true[/" -#~ "code] extruimos en relación con la posición de nuestro CSGPolygon3D " -#~ "cuando [member mode] es [constant MODE_PATH]." - -#~ msgid "" -#~ "The [Shape3D] object containing the path along which we extrude when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "El objeto [Shape3D] que contiene el camino a lo largo del cual realizamos " -#~ "una extrusión cuando [member mode] es [constant MODE_PATH]." - -#~ msgid "" -#~ "The method by which each slice is rotated along the path when [member " -#~ "mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "El método por el cual cada pedazo se rota a lo largo del camino cuando " -#~ "[member mode] es [constant MODE_PATH]." - -#~ msgid "Generates smooth normals so smooth shading is applied to our mesh." -#~ msgstr "" -#~ "Genera normales suaves para que se aplique un sombreado suave a nuestra " -#~ "malla." - -#~ msgid "" -#~ "Degrees to rotate our extrusion for each slice when [member mode] is " -#~ "[constant MODE_SPIN]." -#~ msgstr "" -#~ "Grados a rotar nuestra extrusión para cada pedazo cuando el [member mode] " -#~ "es [constant MODE_SPIN]." - -#~ msgid "Shape3D is extruded to [member depth]." -#~ msgstr "A una Shape3D se le realiza una extrusión a [member depth]." - -#~ msgid "Slice is not rotated." -#~ msgstr "El trozo no se rota." - -#~ msgid "Slice is rotated around the up vector of the path." -#~ msgstr "El trozo se rota alrededor del vector ascendente del camino." - -#~ msgid "Slice is rotate to match the path exactly." -#~ msgstr "El trozo se rota para que coincida exactamente con la trayectoria." - -#~ msgid "The physics layers this CSG shape scans for collisions." -#~ msgstr "" -#~ "Las capas de física que esta forma de CSG explora en busca de colisiones." - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0)[/code]." -#~ msgstr "" -#~ "Devuelve la posición del punto de control que lleva al vértice [code]idx[/" -#~ "code]. Si el índice está fuera de los límites, la función envía un error " -#~ "a la consola, y devuelve [code](0, 0)[/code]." - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0, 0)[/code]." -#~ msgstr "" -#~ "Devuelve la posición del punto de control que lleva al vértice [code]idx[/" -#~ "code]. Si el índice está fuera de los límites, la función envía un error " -#~ "a la consola, y devuelve [code](0, 0, 0)[/code]." - -#~ msgid "Bottom radius of the cylinder." -#~ msgstr "El radio inferior del cilindro." - -#~ msgid "Number of radial segments on the cylinder." -#~ msgstr "Número de segmentos radiales en el cilindro." - -#~ msgid "Number of edge rings along the height of the cylinder." -#~ msgstr "Número de anillos a lo largo de la altura del cilindro." - -#~ msgid "Top radius of the cylinder." -#~ msgstr "El radio superior del cilindro." - -#~ msgid "Node that projects a texture onto a [MeshInstance3D]." -#~ msgstr "Nodo que proyecta una textura en un [MeshInstance3D]." - -#~ msgid "" -#~ "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " -#~ "Decals to add detail to a scene without affecting the underlying [Mesh]. " -#~ "They are often used to add weathering to building, add dirt or mud to the " -#~ "ground, or add variety to props. Decals can be moved at any time, making " -#~ "them suitable for things like blob shadows or laser sight dots.\n" -#~ "They are made of an [AABB] and a group of [Texture2D]s specifying " -#~ "[Color], normal, ORM (ambient occlusion, roughness, metallic), and " -#~ "emission. Decals are projected within their [AABB] so altering the " -#~ "orientation of the Decal affects the direction in which they are " -#~ "projected. By default, Decals are projected down (i.e. from positive Y to " -#~ "negative Y).\n" -#~ "The [Texture2D]s associated with the Decal are automatically stored in a " -#~ "texture atlas which is used for drawing the decals so all decals can be " -#~ "drawn at once. Godot uses clustered decals, meaning they are stored in " -#~ "cluster data and drawn when the mesh is drawn, they are not drawn as a " -#~ "postprocessing effect after." -#~ msgstr "" -#~ "Las [Decal]s se usan para proyectar una textura sobre una [Mesh] en la " -#~ "escena. Utilice las calcomanías para añadir detalles a una escena sin " -#~ "afectar a la [Mesh] subyacente. A menudo se utilizan para añadir " -#~ "intemperie a un edificio, añadir tierra o barro al suelo, o añadir " -#~ "variedad a los accesorios. Las calcomanías pueden ser movidas en " -#~ "cualquier momento, haciéndolas adecuadas para cosas como sombras de " -#~ "manchas o puntos de vista de láser.\n" -#~ "Están hechas de un [AABB] y un grupo de [Texture2D] especificando " -#~ "[Color], normal, ORM (oclusión ambiental, rugosidad, metálico), y " -#~ "emisión. Las calcomanías se proyectan dentro de su [AABB] por lo que " -#~ "alterar la orientación de la calcomanía afecta a la dirección en la que " -#~ "se proyectan. Por defecto, las calcomanías se proyectan hacia abajo (es " -#~ "decir, de Y positivo a Y negativo).\n" -#~ "Las [Texture2D]s asociadas con la Calcomanía se almacenan automáticamente " -#~ "en un atlas de texturas que se utiliza para dibujar las calcomanías, de " -#~ "modo que todas las calcomanías pueden ser dibujadas a la vez. Godot " -#~ "utiliza calcomanías agrupadas, lo que significa que se almacenan en datos " -#~ "agrupados y se dibujan cuando se dibuja la malla, no se dibujan como un " -#~ "efecto de post-procesamiento después." - -#~ msgid "" -#~ "Returns the [Texture2D] associated with the specified [enum " -#~ "DecalTexture]. This is a convenience method, in most cases you should " -#~ "access the texture directly.\n" -#~ "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." -#~ "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" -#~ "code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve la [Texture2D] asociada a la [enum DecalTexture] especificada. " -#~ "Este es un método conveniente, en la mayoría de los casos se debe acceder " -#~ "a la textura directamente.\n" -#~ "Por ejemplo, en lugar de [code]albedo_tex = $Decal.get_texture(Decal." -#~ "TEXTURE_ALBEDO)[/code], usa [code]albedo_tex = $Decal.texture_albedo[/" -#~ "code].\n" -#~ "Un caso en el que esto es mejor que acceder a la textura directamente es " -#~ "cuando quieres copiar las texturas de una Calcomanía a otra. Por " -#~ "ejemplo:\n" -#~ "[codeblock]\n" -#~ "para la i en Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codebloque]" - -#~ msgid "" -#~ "Sets the [Texture2D] associated with the specified [enum DecalTexture]. " -#~ "This is a convenience method, in most cases you should access the texture " -#~ "directly.\n" -#~ "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " -#~ "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Establece la [Texture2D] asociada a la [enum DecalTexture] especificada. " -#~ "Este es un método conveniente, en la mayoría de los casos se debe acceder " -#~ "a la textura directamente.\n" -#~ "Por ejemplo, en lugar de [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " -#~ "albedo_tex)[/code], usa [code]$Decal.texture_albedo = albedo_tex[/code].\n" -#~ "Un caso en el que esto es mejor que acceder a la textura directamente es " -#~ "cuando quieres copiar las texturas de una Calcomanía a otra. Por " -#~ "ejemplo:\n" -#~ "[codeblock]\n" -#~ "para la i en Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codebloque]" - -#~ msgid "" -#~ "Blends the albedo [Color] of the decal with albedo [Color] of the " -#~ "underlying mesh." -#~ msgstr "" -#~ "Mezcla el albedo [Color] de la calcomanía con el albedo [Color] de la " -#~ "malla subyacente." - -#~ msgid "" -#~ "Specifies which [member VisualInstance3D.layers] this decal will project " -#~ "on. By default, Decals affect all layers. This is used so you can specify " -#~ "which types of objects receive the Decal and which do not. This is " -#~ "especially useful so you an ensure that dynamic objects don't " -#~ "accidentally receive a Decal intended for the terrain under them." -#~ msgstr "" -#~ "Especifica sobre qué [member VisualInstance3D.layers] se proyectará esta " -#~ "calcomanía. Por defecto, las calcomanías afectan a todas las capas. Esto " -#~ "se utiliza para poder especificar qué tipos de objetos reciben la " -#~ "calcomanía y cuáles no. Esto es especialmente útil para asegurarte de que " -#~ "los objetos dinámicos no reciban accidentalmente una calcomanía destinada " -#~ "al terreno debajo de ellos." - -#~ msgid "Distance from the camera at which the Decal begins to fade away." -#~ msgstr "" -#~ "Distancia de la cámara en la que la calcomanía comienza a desvanecerse." - -#~ msgid "" -#~ "If [code]true[/code], decals will smoothly fade away when far from the " -#~ "active [Camera3D] starting at [member distance_fade_begin]. The Decal " -#~ "will fade out over [member distance_fade_length], after which it will be " -#~ "culled and not sent to the shader at all. Use this to reduce the number " -#~ "of active Decals in a scene and thus improve performance." -#~ msgstr "" -#~ "Si [code]true[/code], las calcomanías se desvanecerán suavemente cuando " -#~ "estén lejos de la [Camera3D] activa, comenzando en [member " -#~ "distance_fade_begin]. La calcomanía se desvanecerá en [member " -#~ "distance_fade_length], después de lo cual será eliminada y no será " -#~ "enviada al shader en absoluto. Usa esto para reducir el número de " -#~ "calcomanías activas en una escena y así mejorar el rendimiento." - -#~ msgid "" -#~ "Distance over which the Decal fades. The Decal becomes slowly more " -#~ "transparent over this distance and is completely invisible at the end." -#~ msgstr "" -#~ "Distancia a la que la calcomanía se desvanece. La calcomanía se vuelve " -#~ "lentamente más transparente a esta distancia y es completamente invisible " -#~ "al final." - -#~ msgid "" -#~ "Energy multiplier for the emission texture. This will make the decal emit " -#~ "light at a higher intensity." -#~ msgstr "" -#~ "Multiplicador de energía para la textura de la emisión. Esto hará que la " -#~ "calcomanía emita luz a una mayor intensidad." - -#~ msgid "" -#~ "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-" -#~ "extents[/code] to [code]extents[/code]." -#~ msgstr "" -#~ "Establece el tamaño del [AABB] usado por la calcomanía. El AABB va de " -#~ "[code]-extents[/code] a [code]-extents[/code]." - -#~ msgid "" -#~ "Sets the curve over which the decal will fade as the surface gets further " -#~ "from the center of the [AABB]." -#~ msgstr "" -#~ "Establece la curva sobre la cual la calcomanía se desvanecerá a medida " -#~ "que la superficie se aleje del centro del [AABB]." - -#~ msgid "Changes the [Color] of the Decal by multiplying it with this value." -#~ msgstr "Cambia el [color] de la calcomanía multiplicándolo por este valor." - -#~ msgid "" -#~ "Fades the Decal if the angle between the Decal's [AABB] and the target " -#~ "surface becomes too large. A value of [code]0[/code] projects the Decal " -#~ "regardless of angle, a value of [code]1[/code] limits the Decal to " -#~ "surfaces that are nearly perpendicular." -#~ msgstr "" -#~ "Se desvanece la calcomanía si el ángulo entre la calcomanía [AABB] y la " -#~ "superficie del objetivo se hace demasiado grande. Un valor de [code]0[/" -#~ "code] proyecta la calcomanía sin importar el ángulo, un valor de [code]1[/" -#~ "code] limita la calcomanía a las superficies que son casi perpendiculares." - -#~ msgid "" -#~ "[Texture2D] with the base [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Textura2D] con la base [Color] de la calcomanía. Esto o el [member " -#~ "texture_emission] debe ser establecido para que la calcomanía sea " -#~ "visible. Utilice el canal alfa como una máscara para mezclar suavemente " -#~ "los bordes de la calcomanía con el objeto subyacente." - -#~ msgid "" -#~ "[Texture2D] with the emission [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Textura2D] con la emisión [Color] de la calcomanía. Esto o la [member " -#~ "texture_emission] debe ser establecido para que la calcomanía sea " -#~ "visible. Utilice el canal alfa como una máscara para mezclar suavemente " -#~ "los bordes de la calcomanía con el objeto subyacente." - -#~ msgid "" -#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add " -#~ "extra detail to decals." -#~ msgstr "" -#~ "[Textura2D] con el mapa normal por píxel para la calcomanía. Usa esto " -#~ "para añadir detalles extra a las calcomanías." - -#~ msgid "" -#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the " -#~ "decal. Use this to add extra detail to decals." -#~ msgstr "" -#~ "[Textura2D] almacenando la oclusión ambiental, la rugosidad y el metal " -#~ "para la calcomanía. Usa esto para añadir detalles adicionales a las " -#~ "calcomanías." - -#~ msgid "[Texture2D] corresponding to [member texture_albedo]." -#~ msgstr "[Texture2D] correspondiente a [member texture_albedo]." - -#~ msgid "[Texture2D] corresponding to [member texture_normal]." -#~ msgstr "[Texture2D] correspondiente a [member texture_normal]." - -#~ msgid "[Texture2D] corresponding to [member texture_orm]." -#~ msgstr "[Texture2D] correspondiente a [member texture_orm]." - -#~ msgid "[Texture2D] corresponding to [member texture_emission]." -#~ msgstr "[Texture2D] correspondiente a [member texture_emission]." - -#~ msgid "Max size of [enum DecalTexture] enum." -#~ msgstr "Tamaño máximo del enum [enum DecalTexture]." - -#~ msgid "Returns the size of the dictionary (in pairs)." -#~ msgstr "Devuelve el tamaño del diccionario (en pares)." - -#~ msgid "" -#~ "Proportion of [member directional_shadow_max_distance] at which point the " -#~ "shadow starts to fade. At [member directional_shadow_max_distance] the " -#~ "shadow will disappear." -#~ msgstr "" -#~ "Proporción de [member directional_shadow_max_distance] en el que la " -#~ "sombra comienza a desvanecerse. En [member " -#~ "directional_shadow_max_distance] la sombra desaparecerá." - -#~ msgid "" -#~ "Sets the size of the directional shadow pancake. The pancake offsets the " -#~ "start of the shadow's camera frustum to provide a higher effective depth " -#~ "resolution for the shadow. However, a high pancake size can cause " -#~ "artifacts in the shadows of large objects that are close to the edge of " -#~ "the frustum. Reducing the pancake size can help. Setting the size to " -#~ "[code]0[/code] turns off the pancaking effect." -#~ msgstr "" -#~ "Establece el tamaño de la tortita de sombra direccional. La tortita " -#~ "compensa el inicio del frustum de la cámara de la sombra para " -#~ "proporcionar una mayor resolución de profundidad efectiva para la sombra. " -#~ "Sin embargo, un tamaño de tortita alto puede causar artefactos en las " -#~ "sombras de objetos grandes que están cerca del borde del frustum. Reducir " -#~ "el tamaño de la tortita puede ayudar. Ajustar el tamaño a [code]0[/code] " -#~ "desactiva el efecto de tortita." - -#~ msgid "Extra character spacing in pixels." -#~ msgstr "Espacio extra de caracteres en píxeles." - -#~ msgid "Extra space spacing in pixels." -#~ msgstr "Espacio extra en píxeles." - -#~ msgid "Character spacing." -#~ msgstr "El espaciado de caracteres." - -#~ msgid "Space spacing." -#~ msgstr "El espaciado del espacio." - -#~ msgid "" -#~ "Virtual method to be overridden by the user. It is called when the export " -#~ "starts and provides all information about the export." -#~ msgstr "" -#~ "Método virtual que debe ser sobreescrito por el usuario. Se llama cuando " -#~ "se inicia la exportación y proporciona toda la información sobre la misma." - -#~ msgid "" -#~ "The dialog's open or save mode, which affects the selection behavior. See " -#~ "[enum FileMode]" -#~ msgstr "" -#~ "El diálogo está en modo abierto o guardado, lo que afecta al " -#~ "comportamiento de la selección. Ver [enum FileMode]" - -#~ msgid "Gets the type of the file, given the full path." -#~ msgstr "Obtiene el tipo de archivo, dada la ruta completa." - -#~ msgid "Returns the file extension of the file at index [code]idx[/code]." -#~ msgstr "Devuelve la extensión del archivo en el índice [code]idx[/code]." - -#~ msgid "Gets the name to display in the import window." -#~ msgstr "Obtiene el nombre para mostrarlo en la ventana de importación." - -#~ msgid "" -#~ "Registers a custom translation parser plugin for extracting translatable " -#~ "strings from custom files." -#~ msgstr "" -#~ "Registra un plugin parser de traducción personalizado para extraer " -#~ "strings traducibles de archivos personalizados." - -#~ msgid "Removes a registered custom translation parser plugin." -#~ msgstr "Elimina un plugin de parser de traducción personalizada registrado." - -#~ msgid "Updates the overlays of the editor (2D/3D) viewport." -#~ msgstr "Actualiza las capas superiores de la vista del editor (2D/3D)." - -#~ msgid "Override if you want to allow a custom tooltip over your property." -#~ msgstr "" -#~ "Sobrescribe si quieres permitir que una sugerencia personalizada sobre tu " -#~ "propiedad." - -#~ msgid "" -#~ "Adds controls with this function if you want them on the bottom (below " -#~ "the label)." -#~ msgstr "" -#~ "Añade controles con esta función si los quieres en la parte inferior " -#~ "(debajo de la etiqueta)." - -#~ msgid "" -#~ "Used by the inspector, set to [code]true[/code] when the property can be " -#~ "deleted by the user." -#~ msgstr "" -#~ "Usado por el inspector, fijado en [code]true[/code] cuando la propiedad " -#~ "puede ser eliminada por el usuario." - -#~ msgid "Emitted when a property was deleted. Used internally." -#~ msgstr "Emitido cuando una propiedad fue borrada. Usado internamente." - -#~ msgid "" -#~ "Queue a resource being edited for preview (using an instance). Once the " -#~ "preview is ready, your receiver.receiver_func will be called either " -#~ "containing the preview texture or an empty texture (if no preview was " -#~ "possible). Callback must have the format: (path,texture,userdata). " -#~ "Userdata can be anything." -#~ msgstr "" -#~ "Pone en cola un recurso que se está editando para una vista previa " -#~ "(usando una instancia). Una vez que la vista previa esté lista, se " -#~ "llamará a tu receiver.receiver_func, ya sea conteniendo la textura de la " -#~ "vista previa o una textura vacía (si no fue posible la vista previa). La " -#~ "llamada debe tener el formato: (path,textura,datos de usuario). Los datos " -#~ "de usuario pueden ser cualquier cosa." - -#~ msgid "" -#~ "Queue a resource file for preview (using a path). Once the preview is " -#~ "ready, your receiver.receiver_func will be called either containing the " -#~ "preview texture or an empty texture (if no preview was possible). " -#~ "Callback must have the format: (path,texture,userdata). Userdata can be " -#~ "anything." -#~ msgstr "" -#~ "Pone en cola un archivo de recursos para una vista previa (usando una " -#~ "ruta). Una vez que la vista previa esté lista, se llamará a tu receiver." -#~ "receiver_func, que contendrá la textura de la vista previa o una textura " -#~ "vacía (si no fue posible la vista previa). La llamada debe tener el " -#~ "formato: (path,textura,datos de usuario). Los datos de usuario pueden ser " -#~ "cualquier cosa." - -#~ msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]." -#~ msgstr "" -#~ "Importador de recursos FBX 3D basado en [url=http://assimp.org/]Assimp[/" -#~ "url]." - -#~ msgid "Adds a node to the selection." -#~ msgstr "Añade un nodo a la selección." - -#~ msgid "" -#~ "Plugin for adding custom parsers to extract strings that are to be " -#~ "translated from custom files (.csv, .json etc.)." -#~ msgstr "" -#~ "Plugin para añadir analizadores personalizados para extraer strings que " -#~ "deben ser traducidas de archivos personalizados (.csv, .json etc.)." - -#~ msgid "" -#~ "Plugins are registered via [method EditorPlugin." -#~ "add_translation_parser_plugin] method. To define the parsing and string " -#~ "extraction logic, override the [method parse_file] method in script.\n" -#~ "The extracted strings will be written into a POT file selected by user " -#~ "under \"POT Generation\" in \"Localization\" tab in \"Project Settings\" " -#~ "menu.\n" -#~ "Below shows an example of a custom parser that extracts strings in a CSV " -#~ "file to write into a POT.\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var file = File.new()\n" -#~ " file.open(path, File.READ)\n" -#~ " var text = file.get_as_text()\n" -#~ " var split_strs = text.split(\",\", false, 0)\n" -#~ " for s in split_strs:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"Extracted string: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Note:[/b] If you override parsing logic for standard script types " -#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -#~ "argument using [method ResourceLoader.load]. This is because built-in " -#~ "scripts are loaded as [Resource] type, not [File] type.\n" -#~ "For example:\n" -#~ "[codeblock]\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var res = ResourceLoader.load(path, \"Script\")\n" -#~ " var text = res.get_source_code()\n" -#~ " # Parsing logic.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Los plugins se registran mediante el método [method EditorPlugin." -#~ "add_translation_parser_plugin]. Para definir la lógica de análisis y de " -#~ "extracción de strings, anula el método [method parse_file] en el script.\n" -#~ "Las strings extraídas se escribirán en un archivo POT seleccionado por el " -#~ "usuario en \"Generación POT\" en la pestaña \"Localización\" del menú " -#~ "\"Configuración del proyecto\".\n" -#~ "A continuación se muestra un ejemplo de un analizador personalizado que " -#~ "extrae cadenas en un archivo CSV para escribirlas en un POT.\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var archivo = File.new()\n" -#~ " archivo.open(path, File.READ)\n" -#~ " var texto = archivo.get_as_text()\n" -#~ " var divide_ristras = text.split(\",\", false, 0)\n" -#~ " for s in divide_ristras:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"string extraida: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Nota:[/b] Si anulas la lógica de análisis para tipos de scripts " -#~ "estándar (GDScript, C#, etc.), sería mejor cargar el argumento " -#~ "[code]path[/code] utilizando el [method ResourceLoader.load]. Esto se " -#~ "debe a que los scripts incorporados se cargan como tipo [Resource], no " -#~ "como tipo [File].\n" -#~ "Por ejemplo:\n" -#~ "[codeblock]\n" -#~ "func parse_file(ruta, strings_extraidas):\n" -#~ " var recurso = ResourceLoader.load(ruta, \"Script\")\n" -#~ " var texto = recurso.get_source_code()\n" -#~ " # Lógica de análisis.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Gets the list of file extensions to associate with this parser, e.g. " -#~ "[code][\"csv\"][/code]." -#~ msgstr "" -#~ "Obtiene la lista de extensiones de archivos para asociar con este " -#~ "analizador, por ejemplo, [code][\"csv\"][/code]." - -#~ msgid "" -#~ "Override this method to define a custom parsing logic to extract the " -#~ "translatable strings." -#~ msgstr "" -#~ "Sobreescribe este método para definir una lógica de análisis " -#~ "personalizado para extraer las strings traducibles." - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]idle frame[/b], regardless of whether the " -#~ "render loop is enabled. See also [method get_frames_drawn]." -#~ msgstr "" -#~ "Devuelve el número total de fotogramas pasados desde la inicialización " -#~ "del motor que se avanza en cada [b]fotograma inactivo[/b], " -#~ "independientemente de si el bucle de renderización está activado. Ver " -#~ "también [method get_frames_drawn]." - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]physics frame[/b]." -#~ msgstr "" -#~ "Devuelve el número total de fotogramas pasados desde la inicialización " -#~ "del motor que se avanza en cada [b]fotograma de la física[/b]." - -#~ msgid "" -#~ "If [code]true[/code], it is running inside the editor. Useful for tool " -#~ "scripts." -#~ msgstr "" -#~ "Si [code]true[/code], se está ejecutando dentro del editor. Es útil para " -#~ "los scripts de herramientas." - -#~ msgid "" -#~ "Gather ambient light from whichever source is specified as the background." -#~ msgstr "" -#~ "Recoge la luz ambiental de cualquier fuente que se especifique como fondo." - -#~ msgid "Disable ambient light." -#~ msgstr "Deshabilita la luz ambiental." - -#~ msgid "Specify a specific [Color] for ambient light." -#~ msgstr "Especifique un [Color] específico para la luz ambiental." - -#~ msgid "" -#~ "Gather ambient light from the [Sky] regardless of what the background is." -#~ msgstr "Recoge la luz ambiental del [Sky] sin importar cuál sea el fondo." - -#~ msgid "Use the background for reflections." -#~ msgstr "Usar el fondo para los reflejos." - -#~ msgid "Disable reflections." -#~ msgstr "Deshabilita los reflejos." - -#~ msgid "Use the [Sky] for reflections regardless of what the background is." -#~ msgstr "Usar el [Sky] para los reflejos sin importar cuál es el fondo." - -#~ msgid "" -#~ "Mixes the glow with the underlying color to avoid increasing brightness " -#~ "as much while still maintaining a glow effect." -#~ msgstr "" -#~ "Mezcla el resplandor con el color subyacente para evitar aumentar el " -#~ "brillo tanto como sea posible manteniendo el efecto de resplandor." - -#~ msgid "" -#~ "3×3 blur for the screen-space ambient occlusion effect. Increases the " -#~ "radius of the blur for a smoother look, but can result in checkerboard-" -#~ "like artifacts." -#~ msgstr "" -#~ "Desenfoque de 3×3 para el efecto de oclusión ambiental del espacio de la " -#~ "pantalla. Aumenta el radio del desenfoque para una apariencia más suave, " -#~ "pero puede dar lugar a artefactos similares al tablero de ajedrez." - -#~ msgid "Closes the currently opened file." -#~ msgstr "Cierra el archivo actualmente abierto." - -#~ msgid "" -#~ "Returns [code]true[/code] if the file cursor has read past the end of the " -#~ "file.\n" -#~ "[b]Note:[/b] This function will still return [code]false[/code] while at " -#~ "the end of the file and only activates when reading past it. This can be " -#~ "confusing but it conforms to how low-level file access works in all " -#~ "operating systems. There is always [method get_len] and [method " -#~ "get_position] to implement a custom logic." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el cursor del archivo ha leído más allá del " -#~ "final del mismo.\n" -#~ "[b]Nota:[/b] Esta función seguirá devolviendo [code]false[/code] mientras " -#~ "se encuentre al final del archivo y sólo se activa cuando se lee más allá " -#~ "de él. Esto puede ser confuso pero se ajusta a la forma en que funciona " -#~ "el acceso a archivos de bajo nivel en todos los sistemas operativos. " -#~ "Siempre hay [method get_len] y [method get_position] para implementar una " -#~ "lógica personalizada." - -#~ msgid "" -#~ "Returns the next value of the file in CSV (Comma-Separated Values) " -#~ "format. You can pass a different delimiter [code]delim[/code] to use " -#~ "other than the default [code]\",\"[/code] (comma). This delimiter must be " -#~ "one-character long.\n" -#~ "Text is interpreted as being UTF-8 encoded." -#~ msgstr "" -#~ "Devuelve el siguiente valor del archivo en formato CSV (Comma-Separated " -#~ "Values). Puedes pasar un delimitador diferente [code]delim[/code] para " -#~ "usar otro que no sea el predeterminado [code]\",\"[/code] (coma). Este " -#~ "delimitador debe tener un carácter de longitud.\n" -#~ "El texto se interpreta como si estuviera codificado en UTF-8." - -#~ msgid "Opens a compressed file for reading or writing." -#~ msgstr "Abre un archivo comprimido para leer o escribir." - -#~ msgid "" -#~ "Stores the given [String] as a line in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "Almacena la [String] dada como una línea en el archivo.\n" -#~ "El texto será codificado como UTF-8." - -#~ msgid "" -#~ "Stores the given [String] in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "Almacena el [String] dado en el archivo.\n" -#~ "El texto será codificado como UTF-8." - -#~ msgid "" -#~ "Stores any Variant value in the file. If [code]full_objects[/code] is " -#~ "[code]true[/code], encoding objects is allowed (and can potentially " -#~ "include code)." -#~ msgstr "" -#~ "Almacena cualquier valor variable en el archivo. Si [code]full_objects[/" -#~ "code] es [code]true[/code], se permite codificar objetos (y " -#~ "potencialmente puede incluir código)." - -#~ msgid "" -#~ "If [code]true[/code], the file's endianness is swapped. Use this if " -#~ "you're dealing with files written on big-endian machines.\n" -#~ "[b]Note:[/b] This is about the file format, not CPU type. This is always " -#~ "reset to [code]false[/code] whenever you open the file." -#~ msgstr "" -#~ "Si [code]true[/code], la custodia del archivo se intercambia. Usa esto si " -#~ "estás tratando con archivos escritos en máquinas big-endian.\n" -#~ "[b]Nota:[/b] Se trata del formato del archivo, no del tipo de CPU. Esto " -#~ "siempre se reajusta a [code]false[/code] cada vez que se abre el archivo." - -#~ msgid "Opens the file for read operations." -#~ msgstr "Abre el archivo para operaciones de lectura." - -#~ msgid "" -#~ "The file system access scope. See enum [code]Access[/code] constants." -#~ msgstr "" -#~ "El ámbito de acceso al sistema de archivos. Ver las constantes enum " -#~ "[code]Access[/code]." - -#~ msgid "" -#~ "Font contains a Unicode-compatible character set, as well as the ability " -#~ "to draw it with variable width, ascent, descent and kerning. For creating " -#~ "fonts from TTF files (or other font formats), see the editor support for " -#~ "fonts." -#~ msgstr "" -#~ "La fuente contiene un conjunto de caracteres compatibles con Unicode, así " -#~ "como la posibilidad de dibujarla con ancho, ascenso, descenso y kerning " -#~ "variables. Para crear fuentes a partir de archivos TTF (u otros formatos " -#~ "de fuentes), consulta el soporte del editor de fuentes." - -#~ msgid "" -#~ "Returns the size of a string, taking kerning and advance into account." -#~ msgstr "" -#~ "Devuelve el tamaño de una string, teniendo en cuenta el kerning y el " -#~ "avance." - -#~ msgid "" -#~ "The name of the referenced function to call on the object, without " -#~ "parentheses or any parameters." -#~ msgstr "" -#~ "El nombre de la función referenciada para llamar al objeto, sin " -#~ "paréntesis ni parámetros." - -#~ msgid "Helper node to calculate generic geometry operations in 3D space." -#~ msgstr "" -#~ "Nodo de ayuda para calcular operaciones de geometría genérica en el " -#~ "espacio 3D." - -#~ msgid "" -#~ "Geometry3D provides users with a set of helper functions to create " -#~ "geometric shapes, compute intersections between shapes, and process " -#~ "various other geometric operations." -#~ msgstr "" -#~ "Geometry3D proporciona a los usuarios un conjunto de funciones de ayuda " -#~ "para crear formas geométricas, calcular las intersecciones entre las " -#~ "formas y procesar varias otras operaciones geométricas." - -#~ msgid "2D particle emitter." -#~ msgstr "Emisor de partículas 2D." - -#~ msgid "" -#~ "2D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles2D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "Nodo de partículas 2D utilizado para crear una variedad de sistemas de " -#~ "partículas y efectos. [GPUParticles2D] tiene un emisor que genera un " -#~ "cierto número de partículas a una velocidad determinada.\n" -#~ "Utiliza la propiedad [code]process_material[/code] para añadir un " -#~ "[ParticlesMaterial] para configurar la apariencia y el comportamiento de " -#~ "las partículas. Alternativamente, puede agregar un [ShaderMaterial] que " -#~ "se aplicará a todas las partículas." - -#~ msgid "Editor visibility helper." -#~ msgstr "Ayudante de visibilidad del editor." - -#~ msgid "3D particle emitter." -#~ msgstr "Emisor de partículas en 3D." - -#~ msgid "" -#~ "3D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles3D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "Nodo de partículas 3D utilizado para crear una variedad de sistemas de " -#~ "partículas y efectos. [GPUParticles3D] tiene un emisor que genera un " -#~ "cierto número de partículas a una velocidad determinada.\n" -#~ "Utiliza la propiedad [code]process_material[/code] para añadir un " -#~ "[ParticlesMaterial] para configurar la apariencia y el comportamiento de " -#~ "las partículas. Alternativamente, puede agregar un [ShaderMaterial] que " -#~ "se aplicará a todas las partículas." - -#~ msgid "Number of particles to emit." -#~ msgstr "Número de partículas a emitir." - -#~ msgid "" -#~ "The [AABB] that determines the area of the world part of which needs to " -#~ "be visible on screen for the particle system to be active." -#~ msgstr "" -#~ "El [AABB] que determina el área del mundo cuya parte necesita ser visible " -#~ "en pantalla para que el sistema de partículas esté activo." - -#~ msgid "Returns the color set to [code]idx[/code] left (input) slot." -#~ msgstr "" -#~ "Devuelve el color colocado a [code]idx[/code] en la ranura (de entrada) " -#~ "izquierda." - -#~ msgid "Returns the color set to [code]idx[/code] right (output) slot." -#~ msgstr "" -#~ "Devuelve el color fijado en la ranura derecha (de salida) de [code]idx[/" -#~ "code]." - -#~ msgid "Returns the (integer) type of left (input) [code]idx[/code] slot." -#~ msgstr "" -#~ "Devuelve el tipo (entero) de la ranura izquierda (entrada) [code]idx[/" -#~ "code]." - -#~ msgid "Returns the (integer) type of right (output) [code]idx[/code] slot." -#~ msgstr "" -#~ "Devuelve el tipo (entero) de la ranura derecha (salida) [code]idx[/code]." - -#~ msgid "" -#~ "Returns [code]true[/code] if left (input) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la ranura (de entrada) izquierda [code]idx[/" -#~ "code] está activada, [code]false[/code] en caso contrario." - -#~ msgid "" -#~ "Returns [code]true[/code] if right (output) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la ranura derecha (de salida) [code]idx[/" -#~ "code] está activada, [code]false[/code] en caso contrario." - -#~ msgid "The physics layers this GridMap detects collisions in." -#~ msgstr "Las capas físicas en las que este GridMap detecta las colisiones." - -#~ msgid "" -#~ "Horizontal slider. See [Slider]. This one goes from left (min) to right " -#~ "(max)." -#~ msgstr "" -#~ "Deslizador horizontal. Ver [Slider]. Éste va de izquierda (min) a derecha " -#~ "(máx)." - -#~ msgid "" -#~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with " -#~ "[method create_from_image].\n" -#~ "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " -#~ "hardware limitations. Larger images will fail to import." -#~ msgstr "" -#~ "Una [Texture2D] basada en una [Image]. Puede ser creada a partir de una " -#~ "[Image] con el [method create_from_image].\n" -#~ "[b]Nota:[/b] El tamaño máximo de la imagen es de 16384×16384 píxeles " -#~ "debido a las limitaciones del hardware de gráficos. Las imágenes más " -#~ "grandes no se importarán." - -#~ msgid "Create a new [ImageTexture] from an [Image]." -#~ msgstr "Crear un nuevo [ImageTexture] a partir de un [Image]." - -#~ msgid "" -#~ "Replaces the texture's data with a new [code]image[/code]. If " -#~ "[code]immediate[/code] is [code]true[/code], it will take effect " -#~ "immediately after the call." -#~ msgstr "" -#~ "Sustituye los datos de la textura por una nueva [code]image[/code]. Si " -#~ "[code]immediate[/code] es [code]true[/code], tendrá efecto inmediatamente " -#~ "después de la llamada." - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the acceleration. " -#~ "Otherwise, it returns an empty [Vector3].\n" -#~ "Note this method returns an empty [Vector3] when running from the editor " -#~ "even when your device has an accelerometer. You must export your project " -#~ "to a supported device to read values from the accelerometer." -#~ msgstr "" -#~ "Si el dispositivo tiene un acelerómetro, éste devolverá la aceleración. " -#~ "De lo contrario, devuelve un [Vector3] vacío.\n" -#~ "Tenga en cuenta que este método devuelve un [Vector3] vacío cuando se " -#~ "ejecuta desde el editor, incluso cuando el dispositivo tiene un " -#~ "acelerómetro. Debe exportar su proyecto a un dispositivo compatible para " -#~ "leer los valores del acelerómetro." - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the gravity. " -#~ "Otherwise, it returns an empty [Vector3]." -#~ msgstr "" -#~ "Si el dispositivo tiene un acelerómetro, esto devolverá la gravedad. De " -#~ "lo contrario, devuelve un [Vector3] vacío." - -#~ msgid "" -#~ "If the device has a gyroscope, this will return the rate of rotation in " -#~ "rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty " -#~ "[Vector3]." -#~ msgstr "" -#~ "Si el dispositivo tiene un giroscopio, éste devolverá la tasa de rotación " -#~ "en rad/s alrededor de los ejes X, Y y Z del dispositivo. De lo contrario, " -#~ "devuelve un [Vector3] vacío." - -#~ msgid "" -#~ "If the device has a magnetometer, this will return the magnetic field " -#~ "strength in micro-Tesla for all axes." -#~ msgstr "" -#~ "Si el dispositivo tiene un magnetómetro, éste devolverá la fuerza del " -#~ "campo magnético en micro-Tesla para todos los ejes." - -#~ msgid "" -#~ "Returns [code]true[/code] when the user stops pressing the action event, " -#~ "meaning it's [code]true[/code] only on the frame that the user released " -#~ "the button." -#~ msgstr "" -#~ "Devuelve [code]true[/code] cuando el usuario deja de pulsar el evento de " -#~ "acción, lo que significa que es [code]true[/code] sólo en el fotograma en " -#~ "el que el usuario soltó el botón." - -#~ msgid "" -#~ "Captures the mouse. The mouse will be hidden and unable to leave the game " -#~ "window, but it will still register movement and mouse button presses. On " -#~ "Windows and Linux, the mouse will use raw input mode, which means the " -#~ "reported movement will be unaffected by the OS' mouse acceleration " -#~ "settings." -#~ msgstr "" -#~ "Captura el ratón. El ratón estará oculto y no podrá salir de la ventana " -#~ "del juego, pero aún así registrará el movimiento y las pulsaciones del " -#~ "botón del ratón. En Windows y Linux, el ratón utilizará el modo de " -#~ "entrada en bruto, lo que significa que el movimiento reportado no se verá " -#~ "afectado por la configuración de la aceleración del ratón del sistema " -#~ "operativo." - -#~ msgid "" -#~ "Returns [code]true[/code] if this input event matches a pre-defined " -#~ "action of any type." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si este evento de entrada coincide con una " -#~ "acción predefinida de cualquier tipo." - -#~ msgid "" -#~ "Returns [code]true[/code] if the given action is released (i.e. not " -#~ "pressed). Not relevant for events of type [InputEventMouseMotion] or " -#~ "[InputEventScreenDrag]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la acción dada se libera (es decir, no se " -#~ "presiona). No es relevante para eventos del tipo [InputEventMouseMotion] " -#~ "o [InputEventScreenDrag]." - -#~ msgid "" -#~ "Returns [code]true[/code] if the given input event is checking for the " -#~ "same key ([InputEventKey]), button ([InputEventJoypadButton]) or action " -#~ "([InputEventAction])." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el evento de entrada dado está comprobando " -#~ "la misma tecla ([InputEventKey]), botón ([InputEventJoypadButton]) o " -#~ "acción ([InputEventAction])." - -#~ msgid "" -#~ "Sets the background color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the background color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Establece el color de fondo del elemento especificado por el índice " -#~ "[code]idx[/code] al [Color] especificado.\n" -#~ "[codeblock]\n" -#~ "var una_string = \"Algun texto\"\n" -#~ "una_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # Esto pondrá el " -#~ "color de fondo del primer elemento del control en rojo.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Sets the foreground color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the foreground color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Establece el color de primer plano del elemento especificado por el " -#~ "índice [code]idx[/code] al [Color] especificado.\n" -#~ "[codeblock]\n" -#~ "var una_string = \"Algun texto\"\n" -#~ "una_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) #Esto pondrá el " -#~ "color de primer plano del primer elemento del control en rojo.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "The JavaScript singleton is implemented only in the HTML5 export. It's " -#~ "used to access the browser's JavaScript context. This allows interaction " -#~ "with embedding pages or calling third-party JavaScript APIs." -#~ msgstr "" -#~ "El singleton de JavaScript se implementa sólo en la exportación a HTML5. " -#~ "Se usa para acceder al contexto de JavaScript del navegador. Esto permite " -#~ "interactuar con páginas incrustadas o llamar a APIs de JavaScript de " -#~ "terceros." - -#~ msgid "" -#~ "Converts a [Variant] var to JSON text and returns the result. Useful for " -#~ "serializing data to store or send over the network.\n" -#~ "[b]Note:[/b] The JSON specification does not define integer or float " -#~ "types, but only a [i]number[/i] type. Therefore, converting a Variant to " -#~ "JSON text will convert all numerical values to [float] types." -#~ msgstr "" -#~ "Convierte una [Variant] var a texto JSON y devuelve el resultado. Es útil " -#~ "para serializar datos para almacenarlos o enviarlos a través de la red.\n" -#~ "[b]Nota:[/b] La especificación JSON no define tipos enteros o reales, " -#~ "sino sólo un tipo [i]number[/i]. Por lo tanto, al convertir una variante " -#~ "a texto JSON se convertirán todos los valores numéricos a tipos [float]." - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the ceiling. Only updates " -#~ "when calling [method move_and_slide]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el cuerpo está en el techo. Sólo se " -#~ "actualiza cuando se llama a [method move_and_slide]." - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the floor. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el cuerpo está en el suelo. Sólo se " -#~ "actualiza cuando se llama a [method move_and_slide]." - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on a wall. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el cuerpo está en una pared. Sólo se " -#~ "actualiza cuando se llama a [method move_and_slide]." - -#~ msgid "" -#~ "If the body is at least this close to another body, this body will " -#~ "consider them to be colliding." -#~ msgstr "" -#~ "Si el cuerpo está al menos así de cerca de otro cuerpo, este cuerpo " -#~ "considerará que están chocando." - -#~ msgid "" -#~ "Kinematic bodies are special types of bodies that are meant to be user-" -#~ "controlled. They are not affected by physics at all; to other types of " -#~ "bodies, such as a character or a rigid body, these are the same as a " -#~ "static body. However, they have two main uses:\n" -#~ "[b]Simulated motion:[/b] When these bodies are moved manually, either " -#~ "from code or from an [AnimationPlayer] (with [member AnimationPlayer." -#~ "playback_process_mode] set to \"physics\"), the physics will " -#~ "automatically compute an estimate of their linear and angular velocity. " -#~ "This makes them very useful for moving platforms or other AnimationPlayer-" -#~ "controlled objects (like a door, a bridge that opens, etc).\n" -#~ "[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving " -#~ "objects (the [method move_and_collide] and [method move_and_slide] " -#~ "methods) while performing collision tests. This makes them really useful " -#~ "to implement characters that collide against a world, but that don't " -#~ "require advanced physics." -#~ msgstr "" -#~ "Los cuerpos cinéticos son tipos especiales de cuerpos que están " -#~ "destinados a ser controlados por el usuario. No se ven afectados por la " -#~ "física en absoluto; para otros tipos de cuerpos, como un personaje o un " -#~ "cuerpo rígido, son lo mismo que un cuerpo estático. Sin embargo, tienen " -#~ "dos usos principales:\n" -#~ "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, " -#~ "ya sea desde el código o desde un [AnimationPlayer] (con el [member " -#~ "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física " -#~ "calculará automáticamente una estimación de su velocidad lineal y " -#~ "angular. Esto los hace muy útiles para mover plataformas u otros objetos " -#~ "controlados por AnimationPlayer (como una puerta, un puente que se abre, " -#~ "etc.).\n" -#~ "[b]Caracteres cinemáticos:[/b] KinematicBody3D también tiene una API para " -#~ "mover objetos (los métodos [method move_and_collide] y [method " -#~ "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace " -#~ "realmente útiles para implementar personajes que colisionan contra un " -#~ "mundo, pero que no requieren de una física avanzada." - -#~ msgid "" -#~ "Moves the body along the vector [code]rel_vec[/code]. The body will stop " -#~ "if it collides. Returns a [KinematicCollision3D], which contains " -#~ "information about the collision.\n" -#~ "If [code]test_only[/code] is [code]true[/code], the body does not move " -#~ "but the would-be collision information is given." -#~ msgstr "" -#~ "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se " -#~ "detendrá si colisiona. Devuelve un [KinematicCollision3D], que contiene " -#~ "información sobre la colisión.\n" -#~ "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve " -#~ "pero se da la información de la posible colisión." - -#~ msgid "Collision data for [KinematicBody3D] collisions." -#~ msgstr "Datos de colisiones de [KinematicBody3D]." - -#~ msgid "" -#~ "Contains collision data for [KinematicBody3D] collisions. When a " -#~ "[KinematicBody3D] is moved using [method KinematicBody3D." -#~ "move_and_collide], it stops if it detects a collision with another body. " -#~ "If a collision is detected, a KinematicCollision3D object is returned.\n" -#~ "This object contains information about the collision, including the " -#~ "colliding object, the remaining motion, and the collision position. This " -#~ "information can be used to calculate a collision response." -#~ msgstr "" -#~ "Contiene los datos de las colisiones de [KinematicBody3D]. Cuando un " -#~ "[KinematicBody3D] se mueve usando el [method KinematicBody3D." -#~ "move_and_collide], se detiene si detecta una colisión con otro cuerpo. Si " -#~ "se detecta una colisión, se devuelve un objeto KinematicCollision3D.\n" -#~ "Este objeto contiene información sobre la colisión, incluyendo el objeto " -#~ "que colisiona, el movimiento restante y la posición de la colisión. Esta " -#~ "información puede utilizarse para calcular una respuesta de colisión." - -#~ msgid "The colliding shape's index. See [CollisionObject3D]." -#~ msgstr "El índice de la forma de colisión. Ver [CollisionObject3D]." - -#~ msgid "" -#~ "The light's angular size in degrees. Only available for " -#~ "[DirectionalLight3D]s. For reference, the Sun from the Earth is " -#~ "approximately [code]0.5[/code]." -#~ msgstr "" -#~ "El tamaño angular de la luz en grados. Sólo disponible para " -#~ "[DirectionalLight3D]. Como referencia, el Sol desde la Tierra es " -#~ "aproximadamente [code]0,5[/code]." - -#~ msgid "" -#~ "[Texture2D] projected by light. [member shadow_enabled] must be on for " -#~ "the projector to work. Light projectors make the light appear as if it is " -#~ "shining through a colored but transparent object, almost like light " -#~ "shining through stained glass." -#~ msgstr "" -#~ "[Texture2D] proyectada por la luz. [member shadow_enabled] debe estar " -#~ "encendido para que el proyector funcione. Los proyectores de luz hacen " -#~ "que la luz parezca como si brillara a través de un objeto de color pero " -#~ "transparente, casi como la luz que brilla a través de un vidrio de color." - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-" -#~ "resolution shadow maps. A high value can impact performance, make shadows " -#~ "appear grainy and can cause other unwanted artifacts. Try to keep as near " -#~ "default as possible." -#~ msgstr "" -#~ "Desdibuja los bordes de la sombra. Se puede usar para ocultar artefactos " -#~ "de píxeles en mapas de sombras de baja resolución. Un valor alto puede " -#~ "impactar el rendimiento, hacer que las sombras parezcan granuladas y " -#~ "puede causar otros artefactos no deseados. Intente mantener un valor lo " -#~ "más cercano posible al valor por defecto." - -#~ msgid "" -#~ "Offsets the lookup into the shadow map by the object's normal. This can " -#~ "be used to reduce self-shadowing artifacts without using [member " -#~ "shadow_bias]. In practice, this value should be tweaked along with " -#~ "[member shadow_bias] to reduce artifacts as much as possible." -#~ msgstr "" -#~ "Desplaza la búsqueda en el mapa de sombras por la normal del objeto. Esto " -#~ "puede ser usado para reducir los artefactos de auto-sombra sin usar " -#~ "[member shadow_bias]. En la práctica, este valor debe ser ajustado junto " -#~ "con [member shadow_bias] para reducir los artefactos tanto como sea " -#~ "posible." - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_fade_start]." -#~ msgstr "" -#~ "Constante para acceder a [member DirectionalLight3D." -#~ "directional_shadow_fade_start]." - -#~ msgid "Constant for accessing [member shadow_normal_bias]." -#~ msgstr "Constante para acceder a [member shadow_normal_bias]." - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_pancake_size]." -#~ msgstr "" -#~ "Constante para acceder a [member DirectionalLight3D." -#~ "directional_shadow_pancake_size]." - -#~ msgid "Constant for accessing [member shadow_blur]." -#~ msgstr "Constante para acceder a [member shadow_blur]." - -#~ msgid "Constant for accessing [member shadow_transmittance_bias]." -#~ msgstr "Constante para acceder a [member shadow_transmittance_bias]." - -#~ msgid "A line through several points in 2D space." -#~ msgstr "Una línea que atraviesa varios puntos en el espacio 2D." - -#~ msgid "" -#~ "Maximum amount of characters that can be entered inside the [LineEdit]. " -#~ "If [code]0[/code], there is no limit." -#~ msgstr "" -#~ "La cantidad máxima de caracteres que se pueden introducir dentro de la " -#~ "[LineEdit]. Si [code]0[/code], no hay límite." - -#~ msgid "" -#~ "Emitted when trying to append text that would overflow the [member " -#~ "max_length]." -#~ msgstr "" -#~ "Emitido cuando se intentaba añadir un texto que desbordaba el [member " -#~ "max_length]." - -#~ msgid "" -#~ "Notification received from the OS when the application is focused, i.e. " -#~ "when changing the focus from the OS desktop or a thirdparty application " -#~ "to any open window of the Godot instance.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "Notificación recibida del sistema operativo cuando la aplicación está " -#~ "enfocada, es decir, cuando se cambia el enfoque del escritorio del " -#~ "sistema operativo o de una aplicación de terceros a cualquier ventana " -#~ "abierta de la instancia Godot.\n" -#~ "Implementado en plataformas de escritorio." - -#~ msgid "" -#~ "Notification received from the OS when the application is defocused, i.e. " -#~ "when changing the focus from any open window of the Godot instance to the " -#~ "OS desktop or a thirdparty application.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "Notificación recibida del sistema operativo cuando la aplicación está " -#~ "desenfocada, es decir, cuando se cambia el enfoque de cualquier ventana " -#~ "abierta de la instancia Godot al escritorio del sistema operativo o a una " -#~ "aplicación de terceros.\n" -#~ "Implementado en plataformas de escritorio." - -#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh." -#~ msgstr "Calcula un [ConvexPolygonShape3D] desde la malla." - -#~ msgid "Sets a hint to be used for lightmap resolution." -#~ msgstr "" -#~ "Establece una sugerencia para ser usada para la resolución de los mapas " -#~ "de luz." - -#~ msgid "" -#~ "Sets the override [Material] for the specified surface of the [Mesh] " -#~ "resource. This material is associated with this [MeshInstance3D] rather " -#~ "than with the [Mesh] resource." -#~ msgstr "" -#~ "Establece la sobreescritura del [Material] para la superficie " -#~ "especificada del recurso [Mesh]. Este material está asociado con este " -#~ "[MeshInstance3D] en lugar de con el recurso [Mesh]." - -#~ msgid "Returns the visibility axis-aligned bounding box." -#~ msgstr "Devuelve el cuadro delimitador del eje de visibilidad." - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use color data (see [member " -#~ "color_array])." -#~ msgstr "" -#~ "Si [code]true[/code], el [MultiMesh] utilizará datos de color (ver " -#~ "[member color_array])." - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use custom data (see [member " -#~ "custom_data_array])." -#~ msgstr "" -#~ "Si [code]true[/code], el [MultiMesh] utilizará datos personalizados " -#~ "(véase [member custom_data_array])." - -#~ msgid "" -#~ "Locks this [Mutex], blocks until it is unlocked by the current owner." -#~ msgstr "" -#~ "Bloquea este [Mutex], lo bloquea hasta que es desbloqueado por el actual " -#~ "propietario." - -#~ msgid "Unlocks this [Mutex], leaving it to other threads." -#~ msgstr "Desbloquea este [Mutex], dejándolo a otros hilos." - -#~ msgid "" -#~ "Returns the point closest to the provided [code]to_point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "" -#~ "Devuelve el punto más cercano al [code]to_point[/code] proporcionado en " -#~ "la superficie de la malla de navegación." - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "get_closest_point]." -#~ msgstr "" -#~ "Devuelve la región propietaria RID para el punto devuelto por [method " -#~ "get_closest_point]." - -#~ msgid "" -#~ "Returns the closest point between the navigation surface and the segment." -#~ msgstr "" -#~ "Devuelve el punto más cercano entre la superficie de navegación y el " -#~ "segmento." - -#~ msgid "2D Agent used in navigation for collision avoidance." -#~ msgstr "Agente 2D utilizado en la navegación para evitar colisiones." - -#~ 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 " -#~ "collision avoidance. The agent needs navigation data to work correctly. " -#~ "This can be done by having the agent as a child of a [Navigation2D] node, " -#~ "or using [method set_navigation]. [NavigationAgent2D] is physics safe." -#~ msgstr "" -#~ "Agente 2D que se utiliza en la navegación para llegar a un lugar mientras " -#~ "se evitan los obstáculos estáticos y dinámicos. Los obstáculos dinámicos " -#~ "se evitan usando la evitación de colisiones RVO. El agente necesita datos " -#~ "de navegación para funcionar correctamente. Esto puede hacerse teniendo " -#~ "el agente como hijo de un nodo [Navigation2D], o usando [method " -#~ "set_navigation]. [NavigationAgent2D] que es seguro para la física." - -#~ msgid "" -#~ "Returns the distance to the target location, using the agent's global " -#~ "position. The user must set the target location with [method " -#~ "set_target_location] in order for this to be accurate." -#~ msgstr "" -#~ "Devuelve la distancia al lugar del objetivo, usando la posición global " -#~ "del agente. El usuario debe establecer la ubicación del objetivo con " -#~ "[method set_target_location] para que esto sea preciso." - -#~ msgid "" -#~ "Returns the reachable final location in global coordinates. This can " -#~ "change if the navigation path is altered in any way." -#~ msgstr "" -#~ "Devuelve la ubicación final alcanzable en coordenadas globales. Esto " -#~ "puede cambiar si la ruta de navegación se altera de alguna manera." - -#~ msgid "Returns the path from start to finish in global coordinates." -#~ msgstr "Devuelve el camino de principio a fin en coordenadas globales." - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector2Array]." -#~ msgstr "" -#~ "Devuelve el índice en el que se encuentra actualmente el agente en la " -#~ "ruta de navegación de [PackedVector2Array]." - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "" -#~ "Devuelve el nodo [Navigation2D] que el agente está usando para su sistema " -#~ "de navegación." - -#~ msgid "" -#~ "Returns a [Vector2] in global coordinates, that can be moved to, making " -#~ "sure that there are no static objects in the way. If the agent does not " -#~ "have a navigation path, it will return the position of the agent's parent." -#~ msgstr "" -#~ "Devuelve un [Vector2] en coordenadas globales, al que se puede desplazar, " -#~ "asegurándose de que no haya objetos estáticos en el camino. Si el agente " -#~ "no tiene una ruta de navegación, devolverá la posición del padre del " -#~ "agente." - -#~ msgid "" -#~ "Returns the user defined [Vector2] after setting the target location." -#~ msgstr "" -#~ "Devuelve el [Vector2] definido por el usuario después de establecer la " -#~ "ubicación del objetivo." - -#~ msgid "" -#~ "Returns true if the navigation path's final location has been reached." -#~ msgstr "" -#~ "Vuelve a ser cierto si se ha alcanzado la ubicación final de la ruta de " -#~ "navegación." - -#~ msgid "" -#~ "Returns true if the target location is reachable. The target location is " -#~ "set using [method set_target_location]." -#~ msgstr "" -#~ "Devuelve verdadero si la ubicación del objetivo es alcanzable. La " -#~ "ubicación de destino se establece mediante [method set_target_location]." - -#~ msgid "" -#~ "Returns true if the target location is reached. The target location is " -#~ "set using [method set_target_location]. It may not always be possible to " -#~ "reach the target location. It should always be possible to reach the " -#~ "final location though. See [method get_final_location]." -#~ msgstr "" -#~ "Vuelve verdadero si se alcanza la ubicación del objetivo. La ubicación de " -#~ "destino se establece mediante [method set_target_location]. Puede que no " -#~ "siempre sea posible alcanzar la ubicación de destino. Sin embargo, " -#~ "siempre debería ser posible llegar a la ubicación final. Ver [method " -#~ "get_final_location]." - -#~ msgid "" -#~ "Sets the [Navigation2D] node used by the agent. Useful when you don't " -#~ "want to make the agent a child of a [Navigation2D] node." -#~ msgstr "" -#~ "Establece el nodo [Navegación2D] utilizado por el agente. Es útil cuando " -#~ "no quieres hacer del agente un hijo de un nodo [Navigation2D]." - -#~ msgid "" -#~ "Sets the user desired final location. This will clear the current " -#~ "navigation path." -#~ msgstr "" -#~ "Establece la ubicación final deseada por el usuario. Esto despejará la " -#~ "ruta de navegación actual." - -#~ msgid "" -#~ "Sends the passed in velocity to the collision avoidance algorithm. It " -#~ "will adjust the velocity to avoid collisions. Once the adjustment to the " -#~ "velocity is complete, it will emit the [signal velocity_computed] signal." -#~ msgstr "" -#~ "Envía el paso en velocidad al algoritmo de evitación de colisiones. " -#~ "Ajustará la velocidad para evitar las colisiones. Una vez completado el " -#~ "ajuste de la velocidad, emitirá la [signal velocity_computed]." - -#~ msgid "The maximum number of neighbors for the agent to consider." -#~ msgstr "El número máximo de vecinos a considerar por el agente." - -#~ msgid "The distance to search for other agents." -#~ msgstr "La distancia para buscar otros agentes." - -#~ msgid "" -#~ "The maximum distance the agent is allowed away from the ideal path to the " -#~ "final location. This can happen due to trying to avoid collisions. When " -#~ "the maximum distance is exceeded, it recalculates the ideal path." -#~ msgstr "" -#~ "La distancia máxima que se permite al agente para alejarse del camino " -#~ "ideal hasta la ubicación final. Esto puede suceder debido a que se " -#~ "intenta evitar las colisiones. Cuando se excede la distancia máxima, se " -#~ "recalcula el camino ideal." - -#~ msgid "The radius of the agent." -#~ msgstr "El radio del agente." - -#~ msgid "" -#~ "The distance threshold before a target is considered to be reached. This " -#~ "will allow an agent to not have to hit a point on the path exactly, but " -#~ "in the area." -#~ msgstr "" -#~ "El umbral de distancia antes de que se considere que se ha alcanzado un " -#~ "objetivo. Esto permitirá que un agente no tenga que llegar a un punto en " -#~ "el camino exactamente, sino en el área." - -#~ msgid "" -#~ "The minimal amount of time for which this agent's velocities, that are " -#~ "computed with the collision avoidance algorithim, are safe with respect " -#~ "to other agents. The larger the number, the sooner the agent will respond " -#~ "to other agents, but less freedom in choosing its velocities. Must be " -#~ "positive." -#~ msgstr "" -#~ "La cantidad mínima de tiempo durante el cual las velocidades de este " -#~ "agente, que se calculan con el algoritmo de evitación de colisiones, son " -#~ "seguras con respecto a otros agentes. Cuanto mayor sea el número, más " -#~ "pronto el agente responderá a otros agentes, pero menos libertad para " -#~ "elegir sus velocidades. Debe ser positivo." - -#~ msgid "Notifies when the final location is reached." -#~ msgstr "Notifica cuando se alcanza la ubicación final." - -#~ msgid "Notifies when the navigation path changes." -#~ msgstr "Notifica cuando la ruta de navegación cambia." - -#~ msgid "" -#~ "Notifies when the player defined target, set with [method " -#~ "set_target_location], is reached." -#~ msgstr "" -#~ "Notifica cuando se alcanza el objetivo definido por el jugador, " -#~ "establecido con [method set_target_location]." - -#~ msgid "" -#~ "Notifies when the collision avoidance velocity is calculated. Emitted by " -#~ "[method set_velocity]." -#~ msgstr "" -#~ "Notifica cuando se calcula la velocidad de prevención de colisiones. " -#~ "Emitido por [method set_velocity]." - -#~ msgid "3D Agent used in navigation for collision avoidance." -#~ msgstr "Agente 3D utilizado en la navegación para evitar colisiones." - -#~ 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 " -#~ "collision avoidance. The agent needs navigation data to work correctly. " -#~ "This can be done by having the agent as a child of a [Navigation3D] node, " -#~ "or using [method set_navigation]. [NavigationAgent3D] is physics safe." -#~ msgstr "" -#~ "Agente 3D que se utiliza en la navegación para llegar a un lugar mientras " -#~ "se evitan los obstáculos estáticos y dinámicos. Los obstáculos dinámicos " -#~ "se evitan usando la evitación de colisiones RVO. El agente necesita los " -#~ "datos de navegación para funcionar correctamente. Esto puede hacerse " -#~ "teniendo el agente como hijo de un nodo [Navigation3D], o usando [method " -#~ "set_navigation]. [NavigationAgent3D] es seguro para la física." - -#~ msgid "" -#~ "Returns the reachable final location in global coordinates. This can " -#~ "change if the navigation path is altered in any way. Because of this, it " -#~ "would be best to check this each frame." -#~ msgstr "" -#~ "Devuelve la ubicación final alcanzable en coordenadas globales. Esto " -#~ "puede cambiar si la ruta de navegación se altera de alguna manera. Debido " -#~ "a esto, sería mejor comprobar esto en cada fotograma." - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector3Array]." -#~ msgstr "" -#~ "Devuelve el índice en el que se encuentra el agente en la ruta de " -#~ "navegación [PackedVector3Array]." - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "" -#~ "Devuelve el nodo [Navegación3D] que el agente está usando para su sistema " -#~ "de navegación." - -#~ msgid "" -#~ "Returns a [Vector3] in global coordinates, that can be moved to, making " -#~ "sure that there are no static objects in the way. If the agent does not " -#~ "have a navigation path, it will return the origin of the agent's parent." -#~ msgstr "" -#~ "Devuelve un [Vector3] en coordenadas globales, al que se puede desplazar, " -#~ "asegurándose de que no haya objetos estáticos en el camino. Si el agente " -#~ "no tiene una ruta de navegación, devolverá el origen del padre del agente." - -#~ msgid "" -#~ "Returns the user defined [Vector3] after setting the target location." -#~ msgstr "" -#~ "Devuelve el [Vector3] definido por el usuario después de establecer la " -#~ "ubicación del objetivo." - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the agent. Useful when you don't " -#~ "want to make the agent a child of a [Navigation3D] node." -#~ msgstr "" -#~ "Establece el nodo [Navigation3D] utilizado por el agente. Es útil cuando " -#~ "no quieres hacer del agente un hijo de un nodo [Navigation3D]." - -#~ msgid "The agent height offset to match the navigation mesh height." -#~ msgstr "" -#~ "La altura del agente se compensa con la altura de la malla de navegación." - -#~ msgid "" -#~ "Ignores collisions on the Y axis. Must be true to move on a horizontal " -#~ "plane." -#~ msgstr "" -#~ "Ignora las colisiones en el eje Y. Debe ser cierto para moverse en un " -#~ "plano horizontal." - -#~ msgid "2D Obstacle used in navigation for collision avoidance." -#~ msgstr "Obstáculo 2D utilizado en la navegación para evitar colisiones." - -#~ msgid "" -#~ "2D Obstacle used in navigation for collision avoidance. The obstacle " -#~ "needs navigation data to work correctly. This can be done by having the " -#~ "obstacle as a child of a [Navigation2D] node, or using [method " -#~ "set_navigation]. [NavigationObstacle2D] is physics safe." -#~ msgstr "" -#~ "Obstáculo 2D utilizado en la navegación para evitar colisiones. El " -#~ "obstáculo necesita datos de navegación para funcionar correctamente. Esto " -#~ "puede hacerse teniendo el obstáculo como hijo de un nodo [Navigation2D], " -#~ "o usando [method set_navigation]. [NavigationObstacle2D] es seguro para " -#~ "la física." - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "" -#~ "Devuelve el nodo [Navigation2D] que el obstáculo está usando para su " -#~ "sistema de navegación." - -#~ msgid "" -#~ "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " -#~ "want to make the obstacle a child of a [Navigation2D] node." -#~ msgstr "" -#~ "Establece el nodo [Navigation2D] utilizado por el obstáculo. Es útil " -#~ "cuando no quieres que el obstáculo sea hijo de un nodo [Navigation2D]." - -#~ msgid "3D Obstacle used in navigation for collision avoidance." -#~ msgstr "Obstáculo 3D utilizado en la navegación para evitar colisiones." - -#~ msgid "" -#~ "3D Obstacle used in navigation for collision avoidance. The obstacle " -#~ "needs navigation data to work correctly. This can be done by having the " -#~ "obstacle as a child of a [Navigation3D] node, or using [method " -#~ "set_navigation]. [NavigationObstacle3D] is physics safe." -#~ msgstr "" -#~ "Obstáculo 3D utilizado en la navegación para evitar colisiones. El " -#~ "obstáculo necesita datos de navegación para funcionar correctamente. Esto " -#~ "puede hacerse teniendo el obstáculo como hijo de un nodo [Navigation3D], " -#~ "o usando [method set_navigation]. [NavigationObstacle3D] es seguro para " -#~ "la física." - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "" -#~ "Devuelve el nodo [Navegación3D] que el obstáculo está usando para su " -#~ "sistema de navegación." - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the obstacle. Useful when you don't " -#~ "want to make the obstacle a child of a [Navigation3D] node." -#~ msgstr "" -#~ "Establece el nodo [Navegación3D] utilizado por el obstáculo. Es útil " -#~ "cuando no quieres que el obstáculo sea hijo de un nodo [Navigation3D]." - -#~ msgid "A region of the navigation map." -#~ msgstr "Una región del mapa de navegación." - -#~ msgid "" -#~ "A region of the navigation map. It tells the [Navigation3D] node what can " -#~ "be navigated and what cannot, based on the [NavigationMesh] resource. " -#~ "This should be a child of a [Navigation3D] node (even not a direct child)." -#~ msgstr "" -#~ "Una región del mapa de navegación. Le dice al nodo [Navegation3D] lo que " -#~ "puede ser navegado y lo que no, basado en el recurso [NavigationMesh]. " -#~ "Este debe ser un hijo de un nodo [Navigation3D] (aunque no sea un hijo " -#~ "directo)." - -#~ msgid "" -#~ "Bakes the [NavigationMesh]. The baking is done in a separate thread " -#~ "because navigation baking is not a cheap operation. This can be done at " -#~ "runtime. When it is completed, it automatically sets the new " -#~ "[NavigationMesh]." -#~ msgstr "" -#~ "Cocina la [NavigationMesh]. El cocinado se hace en un hilo separado " -#~ "porque el cocinado de navegación no es una operación barata. Esto se " -#~ "puede hacer en tiempo de ejecución. Cuando se completa, automáticamente " -#~ "establece la nueva [NavigationMesh]." - -#~ msgid "Determines if the [NavigationRegion3D] is enabled or disabled." -#~ msgstr "Determina si la [NavigationRegion3D] está activada o desactivada." - -#~ msgid "Notifies when the navigation mesh bake operation is completed." -#~ msgstr "" -#~ "Notifica cuando la operación de cocinado de la malla de navegación se ha " -#~ "completado." - -#~ msgid "Notifies when the [NavigationMesh] has changed." -#~ msgstr "Notifica cuando la [NavigationMesh] ha cambiado." - -#~ msgid "Server interface for low-level 2D navigation access" -#~ msgstr "" -#~ "Interfaz de servidor para el acceso a la navegación 2D de bajo nivel" - -#~ msgid "" -#~ "NavigationServer2D is the server responsible for all 2D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This keeps tracks of any call and executes them during the sync phase. " -#~ "This means that you can request any change to the map, using any thread, " -#~ "without worrying." -#~ msgstr "" -#~ "NavigationServer2D es el servidor responsable de toda la navegación 2D. " -#~ "Crea los agentes, mapas y regiones para que la navegación funcione como " -#~ "se espera. Esto mantiene un registro de cualquier llamada y las ejecuta " -#~ "durante la fase de sincronización. Esto significa que puede solicitar " -#~ "cualquier cambio en el mapa, usando cualquier hilo, sin preocuparse." - -#~ msgid "Creates the agent." -#~ msgstr "Crea el agente." - -#~ msgid "Returns true if the map got changed the previous frame." -#~ msgstr "" -#~ "Devuelve verdadero si el mapa fue cambiado en el fotograma anterior." - -#~ msgid "Callback called at the end of the RVO process." -#~ msgstr "La llamada de hecha al final del proceso de RVO." - -#~ msgid "Puts the agent in the map." -#~ msgstr "Pone al agente en el mapa." - -#~ msgid "" -#~ "Sets the maximum number of other agents the agent takes into account in " -#~ "the navigation. The larger this number, the longer the running time of " -#~ "the simulation. If the number is too low, the simulation will not be safe." -#~ msgstr "" -#~ "Establece el número máximo de otros agentes que el agente tiene en cuenta " -#~ "en la navegación. Cuanto mayor sea este número, mayor será el tiempo de " -#~ "ejecución de la simulación. Si el número es demasiado bajo, la simulación " -#~ "no será segura." - -#~ msgid "Sets the maximum speed of the agent. Must be positive." -#~ msgstr "Establece la velocidad máxima del agente. Debe ser positivo." - -#~ msgid "" -#~ "Sets the maximum distance to other agents this agent takes into account " -#~ "in the navigation. The larger this number, the longer the running time of " -#~ "the simulation. If the number is too low, the simulation will not be safe." -#~ msgstr "" -#~ "Establece la distancia máxima a otros agentes que este agente tiene en " -#~ "cuenta en la navegación. Cuanto mayor sea este número, mayor será el " -#~ "tiempo de ejecución de la simulación. Si el número es demasiado bajo, la " -#~ "simulación no será segura." - -#~ msgid "Sets the position of the agent in world space." -#~ msgstr "Establece la posición del agente en el espacio del mundo." - -#~ msgid "Sets the radius of the agent." -#~ msgstr "Establece el radio del agente." - -#~ msgid "Sets the new target velocity." -#~ msgstr "Establece la nueva velocidad del objetivo." - -#~ msgid "" -#~ "The minimal amount of time for which the agent's velocities that are " -#~ "computed by the simulation are safe with respect to other agents. The " -#~ "larger this number, the sooner this agent will respond to the presence of " -#~ "other agents, but the less freedom this agent has in choosing its " -#~ "velocities. Must be positive." -#~ msgstr "" -#~ "La cantidad mínima de tiempo durante el cual las velocidades del agente " -#~ "que se calculan mediante la simulación son seguras con respecto a otros " -#~ "agentes. Cuanto mayor sea este número, antes responderá este agente a la " -#~ "presencia de otros agentes, pero menos libertad tiene este agente para " -#~ "elegir sus velocidades. Debe ser positivo." - -#~ msgid "Sets the current velocity of the agent." -#~ msgstr "Establece la velocidad actual del agente." - -#~ msgid "Destroy the RID" -#~ msgstr "Destruye el RID" - -#~ msgid "Create a new map." -#~ msgstr "Crear un nuevo mapa." - -#~ msgid "Returns the map cell size." -#~ msgstr "Devuelve el tamaño de la celda del mapa." - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "" -#~ "Devuelve la región propietaria RID para el punto devuelto por [method " -#~ "map_get_closest_point]." - -#~ msgid "" -#~ "Returns the edge connection margin of the map. The edge connection margin " -#~ "is a distance used to connect two regions." -#~ msgstr "" -#~ "Devuelve el margen de conexión del borde del mapa. El margen de conexión " -#~ "del borde es una distancia usada para conectar dos regiones." - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin, " -#~ "while avoiding static obstacles." -#~ msgstr "" -#~ "Devuelve la ruta de navegación para llegar al destino desde el origen, " -#~ "evitando los obstáculos estáticos." - -#~ msgid "Returns true if the map is active." -#~ msgstr "Devuelve verdadero si el mapa está activo." - -#~ msgid "Sets the map active." -#~ msgstr "Establece el mapa a activo." - -#~ msgid "Set the map cell size used to weld the navigation mesh polygons." -#~ msgstr "" -#~ "Establece el tamaño de la celda del mapa usada para soldar los polígonos " -#~ "de la malla de navegación." - -#~ msgid "" -#~ "Set the map edge connection margin used to weld the compatible region " -#~ "edges." -#~ msgstr "" -#~ "Establece el margen de conexión del borde del mapa usado para soldar los " -#~ "bordes de la región compatible." - -#~ msgid "Creates a new region." -#~ msgstr "Crea una nueva región." - -#~ msgid "Sets the map for the region." -#~ msgstr "Establece el mapa de la región." - -#~ msgid "Sets the navigation mesh for the region." -#~ msgstr "Establece la malla de navegación para la región." - -#~ msgid "Sets the global transformation for the region." -#~ msgstr "Establece la transformación global de la región." - -#~ msgid "Server interface for low-level 3D navigation access" -#~ msgstr "" -#~ "Interfaz de servidor para el acceso a la navegación 3D de bajo nivel" - -#~ msgid "" -#~ "NavigationServer3D is the server responsible for all 3D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This keeps tracks of any call and executes them during the sync phase. " -#~ "This means that you can request any change to the map, using any thread, " -#~ "without worrying." -#~ msgstr "" -#~ "NavigationServer3D es el servidor responsable de toda la navegación 3D. " -#~ "Crea los agentes, mapas y regiones para que la navegación funcione como " -#~ "se espera. Esto mantiene un registro de cualquier llamada y las ejecuta " -#~ "durante la fase de sincronización. Esto significa que puede solicitar " -#~ "cualquier cambio en el mapa, usando cualquier hilo, sin preocuparse." - -#~ msgid "" -#~ "Returns the point closest to the provided [code]point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "" -#~ "Devuelve el punto más cercano al [code]point[/code] provisto en la " -#~ "superficie de la malla de navegación." - -#~ msgid "" -#~ "Returns the normal for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "" -#~ "Devuelve la normal para el punto devuelto por [method " -#~ "map_get_closest_point]." - -#~ msgid "Returns the edge connection margin of the map." -#~ msgstr "Devuelve el margen de conexión del borde del mapa." - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin." -#~ msgstr "" -#~ "Devuelve la ruta de navegación para llegar al destino desde el origen." - -#~ msgid "Returns the map's up direction." -#~ msgstr "Devuelve la dirección del mapa hacia arriba." - -#~ msgid "" -#~ "Set the map edge connection margein used to weld the compatible region " -#~ "edges." -#~ msgstr "" -#~ "Establece el margen de la conexión del borde del mapa que se uso para " -#~ "soldar los bordes de la región compatible." - -#~ msgid "Sets the map up direction." -#~ msgstr "Establece la dirección del mapa." - -#~ msgid "" -#~ "Process the collision avoidance agents.\n" -#~ "The result of this process is needed by the physics server, so this must " -#~ "be called in the main thread.\n" -#~ "Note: This function is not thread safe." -#~ msgstr "" -#~ "Procesa los agentes de evitación de colisiones.\n" -#~ "El resultado de este proceso es necesario para el servidor de física, por " -#~ "lo que debe ser llamado en el hilo principal.\n" -#~ "Nota: Esta función no es segura para el hilo." - -#~ msgid "Bakes the navigation mesh." -#~ msgstr "Cocina la malla de navegación." - -#~ msgid "Control activation of this server." -#~ msgstr "Controla la activación de este servidor." - -#~ msgid "" -#~ "A PacketPeer implementation that should be passed to [member SceneTree." -#~ "network_peer] after being initialized as either a client or server. " -#~ "Events can then be handled by connecting to [SceneTree] signals." -#~ msgstr "" -#~ "Una implementación de PacketPeer que debe ser pasada a [member SceneTree." -#~ "network_peer] después de ser inicializada como cliente o servidor. Los " -#~ "eventos se pueden manejar entonces conectándose a las señales de " -#~ "[SceneTree]." - -#~ msgid "" -#~ "The compression method used for network packets. These have different " -#~ "tradeoffs of compression speed versus bandwidth, you may need to test " -#~ "which one works best for your use case if you use compression at all." -#~ msgstr "" -#~ "El método de compresión utilizado para los paquetes de red. Estos tienen " -#~ "diferentes compensaciones de velocidad de compresión versus ancho de " -#~ "banda, puede que necesite probar cuál funciona mejor para su caso de uso, " -#~ "si es que utiliza la compresión en absoluto." - -#~ msgid "ENet's built-in range encoding." -#~ msgstr "La codificación de rango incorporada de ENet." - -#~ msgid "" -#~ "Manages the connection to network peers. Assigns unique IDs to each " -#~ "client connected to the server." -#~ msgstr "" -#~ "Gestiona la conexión con los compañeros de la red. Asigna " -#~ "identificaciones únicas a cada cliente conectado al servidor." - -#~ msgid "Doesn't do anything at the time of writing." -#~ msgstr "No hace nada en el momento de escribir este artículo." - -#~ msgid "The height of the 9-slice's left column." -#~ msgstr "La altura de la columna izquierda del 9-cortes." - -#~ msgid "The height of the 9-slice's right column." -#~ msgstr "La altura de la columna derecha del 9-cortes." - -#~ msgid "The height of the 9-slice's top row." -#~ msgstr "La altura de la fila superior de los 9-cortes." - -#~ msgid "" -#~ "Finds the first parent of the current node whose name matches [code]mask[/" -#~ "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" -#~ "code] matches zero or more characters and [code]\"?\"[/code] matches any " -#~ "single character except [code]\".\"[/code]).\n" -#~ "[b]Note:[/b] It does not match against the full path, just against " -#~ "individual node names." -#~ msgstr "" -#~ "Encuentra el primer padre del nodo actual cuyo nombre coincide con " -#~ "[code]mask[/code] como en el [method String.match] (es decir, distingue " -#~ "entre mayúsculas y minúsculas, pero [code]\"*\"[/code] coincide con cero " -#~ "o más caracteres y [code]\"?\"[/code] coincide con cualquier carácter " -#~ "individual excepto con [code]\".\"[/code]).\n" -#~ "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de " -#~ "los nodos individuales." - -#~ msgid "Returns an array listing the groups that the node is a member of." -#~ msgstr "" -#~ "Devuelve un array que enumerando los grupos de los que el nodo es miembro." - -#~ msgid "" -#~ "When a scene is instanced from a file, its topmost node contains the " -#~ "filename from which it was loaded." -#~ msgstr "" -#~ "Cuando una escena es instanciada desde un archivo, su nodo superior " -#~ "contiene el nombre del archivo desde el cual fue cargado." - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "focused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from the OS desktop or a third-party application to a " -#~ "window of the game (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)." -#~ msgstr "" -#~ "Notificación recibida del sistema operativo cuando el padre del nodo " -#~ "[Window] está enfocado. Puede tratarse de un cambio de enfoque entre dos " -#~ "ventanas de la misma instancia de motor, o desde el escritorio del SO o " -#~ "una aplicación de terceros a una ventana del juego (en cuyo caso también " -#~ "se emite la constant [NOTIFICATION_APPLICATION_FOCUS_IN])." - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "defocused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from a window of the game to the OS desktop or a " -#~ "third-party application (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)." -#~ msgstr "" -#~ "Notificación recibida del sistema operativo cuando el padre del nodo " -#~ "[Window] se desenfoca. Puede tratarse de un cambio de enfoque entre dos " -#~ "ventanas de la misma instancia de motor, o de una ventana del juego al " -#~ "escritorio del SO o a una aplicación de terceros (en cuyo caso también se " -#~ "emite [constant NOTIFICATION_APPLICATION_FOCUS_OUT])." - -#~ msgid "" -#~ "Returns the angle between the node and the [code]point[/code] in radians." -#~ msgstr "" -#~ "Devuelve el ángulo entre el nodo y el [code]point[/code] en radianes." - -#~ msgid "" -#~ "Whether the texture can be tiled without visible seams or not. Seamless " -#~ "textures take longer to generate." -#~ msgstr "" -#~ "Si la textura puede ser colocada en azulejos sin costuras visibles o no. " -#~ "Las texturas sin costuras tardan más tiempo en generarse." - -#~ msgid "" -#~ "Deletes the object from memory. Any pre-existing reference to the freed " -#~ "object will become invalid, e.g. [code]is_instance_valid(object)[/code] " -#~ "will return [code]false[/code]." -#~ msgstr "" -#~ "Borra el objeto de la memoria. Cualquier referencia preexistente al " -#~ "objeto liberado se convertirá en inválida, por ejemplo, " -#~ "[code]is_instance_valid(object)[/code] devolverá [code]false[/code]." - -#~ msgid "Returns the object's class as a [String]." -#~ msgstr "Devuelve la clase del objeto como una [String]." - -#~ msgid "" -#~ "Returns [code]true[/code] if the object inherits from the given " -#~ "[code]class[/code]." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el objeto hereda de la [code]class[/code] " -#~ "dada." - -#~ msgid "" -#~ "Adds or changes a given entry in the object's metadata. Metadata are " -#~ "serialized, and can take any [Variant] value." -#~ msgstr "" -#~ "Añade o cambia una entrada dada en los metadatos del objeto. Los " -#~ "metadatos se serializan, y pueden tomar cualquier valor [Variant]." - -#~ msgid "" -#~ "An Omnidirectional light is a type of [Light3D] that emits light in all " -#~ "directions. The light is attenuated by distance and this attenuation can " -#~ "be configured by changing its energy, radius, and attenuation parameters." -#~ msgstr "" -#~ "Una luz omnidireccional es un tipo de [Light3D] que emite luz en todas " -#~ "las direcciones. La luz es atenuada por la distancia y esta atenuación " -#~ "puede ser configurada cambiando sus parámetros de energía, radio y " -#~ "atenuación." - -#~ msgid "" -#~ "Generate a noise image with the requested [code]width[/code] and " -#~ "[code]height[/code], based on the current noise parameters." -#~ msgstr "" -#~ "Generar una imagen de ruido con el [code]width[/code] y [code]height[/" -#~ "code] solicitado, basado en los parámetros de ruido actuales." - -#~ msgid "" -#~ "Delay execution of the current thread by [code]msec[/code] milliseconds." -#~ msgstr "" -#~ "Retrasar la ejecución del hilo actual por [code]msec[/code] milisegundos." - -#~ msgid "" -#~ "Delay execution of the current thread by [code]usec[/code] microseconds." -#~ msgstr "" -#~ "Retrasar la ejecución del hilo actual por [code]usec[/code] microsegundos." - -#~ msgid "Returns an environment variable." -#~ msgstr "Devuelve una variable de entorno." - -#~ msgid "Returns the host OS locale." -#~ msgstr "Devuelve el sistema operativo del host local." - -#~ msgid "" -#~ "Returns a string that is unique to the device.\n" -#~ "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method " -#~ "isn't implemented on those platforms yet." -#~ msgstr "" -#~ "Devuelve una cadena que es única para el dispositivo.\n" -#~ "[b]Nota:[/b] Devuelve una cadena vacía en HTML5 y UWP, ya que este método " -#~ "no está implementado en esas plataformas todavía." - -#~ msgid "Returns the current UNIX epoch timestamp." -#~ msgstr "Devuelve la actual marca de tiempo de la época UNIX." - -#~ msgid "Returns [code]true[/code] if an environment variable exists." -#~ msgstr "Devuelve [code]true[/code] si existe una variable de entorno." - -#~ msgid "The Vulkan rendering backend." -#~ msgstr "El Vulkan renderiza el backend." - -#~ msgid "Returns [code]true[/code] if the array contains [code]value[/code]." -#~ msgstr "Devuelve [code]true[/code] si el array contiene [code]value[/code]." - -#~ msgid "Sorts the elements of the array in ascending order." -#~ msgstr "Ordena los elementos del array en orden ascendente." - -#~ msgid "A packed [Array] of 32-bit floating-point values." -#~ msgstr "Un [Array] empaquetado de valores de 32 bits de tipo real." - -#~ msgid "" -#~ "An [Array] specifically designed to hold 32-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." -#~ msgstr "" -#~ "Una [Array] diseñada específicamente para mantener valores de 32 bits de " -#~ "tipo real. Empaqueta los datos de forma ajustada, por lo que ahorra " -#~ "memoria para los tamaños de arrays grandes.\n" -#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" -#~ "Si necesita empaquetar los reales de 64 bits de forma apretada, vea " -#~ "[PackedFloat64Array]." - -#~ msgid "" -#~ "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "Construye un nuevo [PackedFloat32Array]. Opcionalmente, puedes pasar un " -#~ "[Array] genérico que será convertido." - -#~ msgid "Appends a [PackedFloat32Array] at the end of this array." -#~ msgstr "Añade un [PackedFloat32Array] al final de este array." - -#~ msgid "A packed [Array] of 64-bit floating-point values." -#~ msgstr "Un paquete [Array] de 64 bits de valores de tipo real." - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] " -#~ "for a more memory-friendly alternative." -#~ msgstr "" -#~ "Una [Array] diseñado específicamente para mantener valores de 64 bits de " -#~ "tipo real. Empaqueta los datos de forma ajustada, por lo que ahorra " -#~ "memoria para los tamaños de arrays grandes.\n" -#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" -#~ "Si sólo necesita empaquetar los reales de 32 bits de forma apretada, vea " -#~ "[PackedFloat32Array] para una alternativa más amigable con la memoria." - -#~ msgid "" -#~ "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "Construye un nuevo [PackedFloat64Array]. Opcionalmente, puedes pasar un " -#~ "[Array] genérico que será convertido." - -#~ msgid "Appends a [PackedFloat64Array] at the end of this array." -#~ msgstr "Añade un [PackedFloat64Array] al final de este array." - -#~ msgid "A packed [Array] of 64-bit integers." -#~ msgstr "Un paquete [Array] de 64 bits de tipo entero." - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit integer values. Packs " -#~ "data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "[b]Note:[/b] This type stores signed 64-bit integers, which means it can " -#~ "take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" -#~ "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those " -#~ "bounds will wrap around. If you only need to pack 32-bit integers " -#~ "tightly, see [PackedInt32Array] for a more memory-friendly alternative." -#~ msgstr "" -#~ "Un [Array] diseñado específicamente para mantener valores enteros de 64 " -#~ "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria " -#~ "para los tamaños de arrays grandes.\n" -#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" -#~ "[b]Nota:[/b] Este tipo almacena enteros de 64 bits con signo, lo que " -#~ "significa que puede tomar valores en el intervalo [code][-2^63, 2^63 - 1]" -#~ "[/code], es decir, [code][-9223372036854775808, 9223372036854775807][/" -#~ "code]. Si se superan esos límites, se puede vuelve al minimo inicial. Si " -#~ "sólo necesitas empaquetar los enteros de 32 bits de forma apretada, mira " -#~ "[PackedInt32Array] para una alternativa más amigable con la memoria." - -#~ msgid "" -#~ "Constructs a new [PackedInt64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "Construye un nuevo [PackedInt64Array]. Opcionalmente, puedes pasar un " -#~ "[Array] genérico que será convertido." - -#~ msgid "Appends a [PackedInt64Array] at the end of this array." -#~ msgstr "Añade un [PackedInt64Array] al final de este array." - -#~ msgid "" -#~ "This class represents a DTLS peer connection. It can be used to connect " -#~ "to a DTLS server, and is returned by [method DTLSServer.take_connection]." -#~ msgstr "" -#~ "Esta clase representa una conexión entre pares de DTLS. Puede ser usada " -#~ "para conectarse a un servidor DTLS, y es devuelta por el [method " -#~ "DTLSServer.take_connection]." - -#~ msgid "" -#~ "Waits for a packet to arrive on the listening port. See [method listen]." -#~ msgstr "" -#~ "Espera a que llegue un paquete al puerto de escucha. Ver [method listen]." - -#~ msgid "Point sampler for a [Path3D]." -#~ msgstr "Una muestra de puntos para un [Path3D]." - -#~ msgid "" -#~ "This node takes its parent [Path3D], and returns the coordinates of a " -#~ "point within it, given a distance from the first vertex.\n" -#~ "It is useful for making other nodes follow a path, without coding the " -#~ "movement pattern. For that, the nodes must be children of this node. The " -#~ "descendant nodes will then move accordingly when setting an offset in " -#~ "this node." -#~ msgstr "" -#~ "Este nodo toma su padre [Path3D], y devuelve las coordenadas de un punto " -#~ "dentro de él, dada una distancia del primer vértice.\n" -#~ "Es útil para hacer que otros nodos sigan un camino, sin codificar el " -#~ "patrón de movimiento. Para ello, los nodos deben ser hijos de este nodo. " -#~ "Los nodos descendientes se moverán en consecuencia cuando se establezca " -#~ "un desplazamiento en este nodo." - -#~ msgid "" -#~ "Adds a custom monitor with name same as id. You can specify the category " -#~ "of monitor using '/' in id. If there are more than one '/' then default " -#~ "category is used. Default category is \"Custom\".\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n" -#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds " -#~ "monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but " -#~ "different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same " -#~ "category but different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/" -#~ "MyMonitor\" to category \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "The debugger calls the callable to get the value of custom monitor. The " -#~ "callable must return a number.\n" -#~ "Callables are called with arguments supplied in argument array.\n" -#~ "[b]Note:[/b] It throws an error if given id is already present." -#~ msgstr "" -#~ "Añade un monitor personalizado con el mismo nombre que la identificación. " -#~ "Puedes especificar la categoría del monitor usando '/' en id. Si hay más " -#~ "de un \"/\", se utiliza la categoría predeterminada. La categoría " -#~ "predeterminada es \"Custom\".\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MiCategoria/MiMonitor\", alguna_llamada) " -#~ "# Añade el monitor con el nombre \"MiMonitor\" a la categoría " -#~ "\"MiCategoria\"\n" -#~ "Performance.add_custom_monitor(\"MiMonitor\", alguna_llamada) # Añade el " -#~ "monitor con el nombre \"MiMontior\" a la categoría \"Custom\"\n" -#~ "# Nota: \"MiCategoría/MiMonitor\" y \"MiMonitor\" tienen el mismo nombre " -#~ "pero diferentes identificaciones, así que el código anterior es válido.\n" -#~ "Performance.add_custom_monitor(\"Custom/MiMonitor\", alguna_llamada) # " -#~ "Añade el monitor con el nombre \"MiMonitor\" a la categoría \"Custom\"\n" -#~ "# Nota: \"MiMonitor\" y \"Custom/MiMonitor\" tienen el mismo nombre y la " -#~ "misma categoría pero diferentes identificaciones, así que el código " -#~ "anterior es válido\n" -#~ "Performance.add_custom_monitor(\"MiCategoríaUno/MiCategoríaDos/MiMonitor" -#~ "\", alguna_llamada) # Añade el monitor con el nombre \"MiCategoríaUno/" -#~ "MiCategoríaDos/MiMonitor\" a la categoría \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "El depurador llama al llamable para obtener el valor del monitor " -#~ "personalizado. El llamable debe devolver un número.\n" -#~ "Los llamables son llamados con argumentos suministrados en el array de " -#~ "argumentos.\n" -#~ "[b]Nota:[/b] Lanza un error si el identificador dado ya está presente." - -#~ msgid "" -#~ "Returns the value of custom monitor with given id. The callable is called " -#~ "to get the value of custom monitor.\n" -#~ "[b]Note:[/b] It throws an error if the given id is absent." -#~ msgstr "" -#~ "Devuelve el valor del monitor personalizado con la identificación dada. " -#~ "Se llama al llamable para obtener el valor del monitor personalizado.\n" -#~ "[b]Nota:[/b] Lanza un error si el id dado está ausente." - -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "" -#~ "Devuelve los nombres de los monitores personalizados activos en una array." - -#~ msgid "Returns the last tick in which custom monitor was added/removed." -#~ msgstr "" -#~ "Devuelve la última marca que se añadió/quitó al monitor personalizado." - -#~ msgid "" -#~ "Returns true if custom monitor with the given id is present otherwise " -#~ "returns false." -#~ msgstr "" -#~ "Devuelve verdadero si el monitor personalizado con la identificación dada " -#~ "está presente, de lo contrario devuelve falso." - -#~ msgid "" -#~ "Removes the custom monitor with given id.\n" -#~ "[b]Note:[/b] It throws an error if the given id is already absent." -#~ msgstr "" -#~ "Quita el monitor personalizado con la identificación dada.\n" -#~ "[b]Nota:[/b] Lanza un error si el id dado ya está ausente." - -#~ msgid "Damps the body's rotation if greater than [code]0[/code]." -#~ msgstr "Amortigua la rotación del cuerpo si es mayor que [code]0[/code]." - -#~ msgid "Sets the body's transform." -#~ msgstr "Establece la transformación del cuerpo." - -#~ msgid "" -#~ "If [code]true[/code], the body is deactivated when there is no movement, " -#~ "so it will not take part in the simulation until it is awaken by an " -#~ "external force." -#~ msgstr "" -#~ "Si [code]true[/code], el cuerpo se desactiva cuando no hay movimiento, " -#~ "por lo que no participará en la simulación hasta que sea despertado por " -#~ "una fuerza externa." - -#~ msgid "" -#~ "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " -#~ "(max friction)." -#~ msgstr "" -#~ "La fricción del cuerpo, desde [code]0[/code] (sin fricción) hasta " -#~ "[code]1[/code] (fricción máxima)." - -#~ msgid "" -#~ "This is multiplied by the global 3D gravity setting found in [b]Project > " -#~ "Project Settings > Physics > 3d[/b] to produce the body's gravity. For " -#~ "example, a value of 1 will be normal gravity, 2 will apply double " -#~ "gravity, and 0.5 will apply half gravity to this object." -#~ msgstr "" -#~ "Esto se multiplica por el ajuste de la gravedad global en 3D que se " -#~ "encuentra en [b]Proyecto > Ajustes del proyecto > Física > 3d[/b] para " -#~ "producir la gravedad del cuerpo. Por ejemplo, un valor de 1 será la " -#~ "gravedad normal, 2 aplicará la gravedad doble y 0,5 aplicará la mitad de " -#~ "la gravedad a este objeto." - -#~ msgid "Sets the joint's transform." -#~ msgstr "Establece la transformación de la articulación." - -#~ msgid "Sets the joint's rotation in radians." -#~ msgstr "Establece la rotación de la articulación en radianes." - -#~ msgid "Sets the joint's rotation in degrees." -#~ msgstr "Establece la rotación de la articulación en grados." - -#~ msgid "Damps the body's movement if greater than [code]0[/code]." -#~ msgstr "Amortigua el movimiento del cuerpo si es mayor que [code]0[/code]." - -#~ msgid "[Sky] [Material] used for a physically based sky." -#~ msgstr "[Sky] [Material] utilizado para un cielo con base física." - -#~ msgid "" -#~ "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to " -#~ "draw a sky based on physical properties. This results in a substantially " -#~ "more realistic sky than the [ProceduralSkyMaterial], but it is slightly " -#~ "slower and less flexible.\n" -#~ "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " -#~ "direction of the sun are taken from the first [DirectionalLight3D] in the " -#~ "scene tree.\n" -#~ "As it is based on a daylight model, the sky fades to black as the sunset " -#~ "ends. If you want a full day/night cycle, you will have to add a night " -#~ "sky by converting this to a [ShaderMaterial] and adding a night sky " -#~ "directly into the resulting shader." -#~ msgstr "" -#~ "El [PhysicalSkyMaterial] utiliza el modelo analítico de luz diurna de " -#~ "Preetham para dibujar un cielo basado en propiedades físicas. Esto da " -#~ "como resultado un cielo sustancialmente más realista que el " -#~ "[ProceduralSkyMaterial], pero es ligeramente más lento y menos flexible.\n" -#~ "El [PhysicalSkyMaterial] sólo soporta un sol. El color, la energía y la " -#~ "dirección del sol se toman del primer [DirectionalLight3D] del árbol de " -#~ "la escena.\n" -#~ "Como está basado en un modelo de luz diurna, el cielo se desvanece a " -#~ "negro cuando termina la puesta de sol. Si desea un ciclo completo de día/" -#~ "noche, tendrá que añadir un cielo nocturno convirtiéndolo en un " -#~ "[ShaderMaterial] y añadiendo un cielo nocturno directamente en el " -#~ "sombreador resultante." - -#~ msgid "" -#~ "Sets the amount of dithering to use. Dithering helps reduce banding that " -#~ "appears from the smooth changes in color in the sky. Use the lowest value " -#~ "possible, higher amounts may add fuzziness to the sky." -#~ msgstr "" -#~ "Establece la cantidad de titubeos a usar. El titubeo ayuda a reducir el " -#~ "anillado que aparece por los suaves cambios de color en el cielo. Utiliza " -#~ "el valor más bajo posible, las cantidades más altas pueden añadir " -#~ "difuminado al cielo." - -#~ msgid "" -#~ "Sets the exposure of the sky. Higher exposure values make the entire sky " -#~ "brighter." -#~ msgstr "" -#~ "Establece la exposición del cielo. Los valores de exposición más altos " -#~ "hacen que todo el cielo sea más brillante." - -#~ msgid "" -#~ "Modulates the [Color] on the bottom half of the sky to represent the " -#~ "ground." -#~ msgstr "" -#~ "Modula el [Color] en la mitad inferior del cielo para representar el " -#~ "suelo." - -#~ msgid "" -#~ "Controls the strength of mie scattering for the sky. Mie scattering " -#~ "results from light colliding with larger particles (like water). On " -#~ "earth, mie scattering results in a whiteish color around the sun and " -#~ "horizon." -#~ msgstr "" -#~ "Controla la fuerza de la difusión Mie para el cielo. La dispersión de la " -#~ "luz es el resultado de la colisión de la luz con partículas más grandes " -#~ "(como el agua). En la Tierra, la difusión de Mie resulta en un color " -#~ "blanquecino alrededor del sol y el horizonte." - -#~ msgid "" -#~ "Controls the [Color] of the mie scattering effect. While not physically " -#~ "accurate, this allows for the creation of alien looking planets." -#~ msgstr "" -#~ "Controla el [Color] del efecto de difusión de Mie Aunque no es " -#~ "físicamente exacto, esto permite la creación de planetas de aspecto " -#~ "alienígena." - -#~ msgid "" -#~ "Controls the direction of the mie scattering. A value of [code]1[/code] " -#~ "means that when light hits a particle it passing through straight " -#~ "forward. A value of [code]-1[/code] means that all light is scatter " -#~ "backwards." -#~ msgstr "" -#~ "Controla la dirección de la difusión de Mie. Un valor de [code]1[/code] " -#~ "significa que cuando la luz golpea una partícula que pasa por ella en " -#~ "línea recta. Un valor de [code]-1[/code] significa que toda la luz se " -#~ "dispersa hacia atrás." - -#~ msgid "" -#~ "[Texture2D] for the night sky. This is added to the sky, so if it is " -#~ "bright enough, it may be visible during the day." -#~ msgstr "" -#~ "[Texture2D] para el cielo nocturno. Esto se añade al cielo, así que si es " -#~ "lo suficientemente brillante, puede ser visible durante el día." - -#~ msgid "" -#~ "Controls the strength of the rayleigh scattering. Rayleigh scattering " -#~ "results from light colliding with small particles. It is responsible for " -#~ "the blue color of the sky." -#~ msgstr "" -#~ "Controla la fuerza de la dispersión del rayleigh. La dispersión de " -#~ "Rayleigh es el resultado de la colisión de la luz con pequeñas " -#~ "partículas. Es responsable del color azul del cielo." - -#~ msgid "" -#~ "Controls the [Color] of the rayleigh scattering. While not physically " -#~ "accurate, this allows for the creation of alien looking planets. For " -#~ "example, setting this to a red [Color] results in a mars looking " -#~ "atmosphere with a corresponding blue sunset." -#~ msgstr "" -#~ "Controla el [Color] de la dispersión de Rayleigh. Aunque no es " -#~ "físicamente exacto, esto permite la creación de planetas de aspecto " -#~ "alienígena. Por ejemplo, si lo fijamos en un [Color] rojo, se obtiene una " -#~ "atmósfera de aspecto marciano con una correspondiente puesta de sol azul." - -#~ msgid "" -#~ "Sets the size of the sun disk. Default value is based on Sol's perceived " -#~ "size from Earth." -#~ msgstr "" -#~ "Establece el tamaño del disco solar. El valor por defecto se basa en el " -#~ "tamaño percibido del Sol desde la Tierra." - -#~ msgid "" -#~ "Sets the thickness of the atmosphere. High turbidity creates a foggy " -#~ "looking atmosphere, while a low turbidity results in a clearer atmosphere." -#~ msgstr "" -#~ "Establece el grosor de la atmósfera. Una alta turbidez crea una atmósfera " -#~ "con aspecto de niebla, mientras que una baja turbidez resulta en una " -#~ "atmósfera más clara." - -#~ msgid "" -#~ "Sets individual bits on the [member collision_layer] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "Establece los bits individuales en la máscara de bits [member " -#~ "collision_layer]. Utilízalo si sólo necesitas cambiar el valor de una " -#~ "capa." - -#~ msgid "" -#~ "Sets individual bits on the [member collision_mask] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "Establece bits individuales en la máscara de bits [member " -#~ "collision_mask]. Utilízala si sólo necesitas cambiar el valor de una capa." - -#~ msgid "" -#~ "The physics layers this area is in.\n" -#~ "Collidable objects can exist in any of 32 different layers. These layers " -#~ "work like a tagging system, and are not visual. A collidable can use " -#~ "these layers to select with which objects it can collide, using the " -#~ "[member collision_mask] property.\n" -#~ "A contact is detected if object A is in any of the layers that object B " -#~ "scans, or object B is in any layer scanned by object A." -#~ msgstr "" -#~ "Las capas físicas en las que se encuentra esta área.\n" -#~ "Los objetos coleccionables pueden existir en cualquiera de las 32 capas " -#~ "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son " -#~ "visuales. Un colisionable puede usar estas capas para seleccionar con qué " -#~ "objetos puede colisionar, usando la propiedad [member collision_mask].\n" -#~ "Se detecta un contacto si el objeto A está en cualquiera de las capas que " -#~ "el objeto B explora, o si el objeto B está en cualquier capa explorada " -#~ "por el objeto A." - -#~ msgid "The physics layers this area scans for collisions." -#~ msgstr "Las capas físicas de esta área escanean en busca de colisiones." - -#~ msgid "Direct access object to a physics body in the [PhysicsServer3D]." -#~ msgstr "" -#~ "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer3D]." - -#~ msgid "" -#~ "Provides direct access to a physics body in the [PhysicsServer3D], " -#~ "allowing safe changes to physics properties. This object is passed via " -#~ "the direct state callback of rigid/character bodies, and is intended for " -#~ "changing the direct state of that body. See [method RigidBody3D." -#~ "_integrate_forces]." -#~ msgstr "" -#~ "Proporciona acceso directo a un cuerpo físico en el [PhysicsServer3D], " -#~ "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa " -#~ "a través de la llamada de estado directo de los cuerpos rígidos/" -#~ "característicos, y está destinado a cambiar el estado directo de ese " -#~ "cuerpo. Ver [method RigidBody3D._integrate_forces]." - -#~ msgid "" -#~ "Returns the number of contacts this body has with other bodies.\n" -#~ "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " -#~ "monitor contacts. See [member RigidBody3D.contact_monitor]." -#~ msgstr "" -#~ "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n" -#~ "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén " -#~ "configurados para monitorear los contactos. Ver [member RigidBody3D." -#~ "contact_monitor]." - -#~ msgid "" -#~ "Checks how far the shape can travel toward a point. If the shape can not " -#~ "move, the array will be empty.\n" -#~ "[b]Note:[/b] Both the shape and the motion are supplied through a " -#~ "[PhysicsShapeQueryParameters2D] object. The method will return an array " -#~ "with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code]." -#~ msgstr "" -#~ "Comprueba lo lejos que la forma puede viajar hacia un punto. Si la forma " -#~ "no puede moverse, el array estará vacía.\n" -#~ "[b]Nota:[/b] Tanto la forma como el movimiento se suministran a través de " -#~ "un objeto [PhysicsShapeQueryParameters2D]. El método devolverá un array " -#~ "con dos reales entre 0 y 1, ambos representando una fracción de " -#~ "[code]motion[/code]. El primero es lo lejos que la forma puede moverse " -#~ "sin provocar una colisión, y el segundo es el punto en el que se " -#~ "producirá una colisión. Si no se detecta ninguna colisión, el array " -#~ "devuelto será [code][1, 1][/code]." - -#~ msgid "Direct access object to a space in the [PhysicsServer3D]." -#~ msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer3D]." - -#~ msgid "" -#~ "Direct access object to a space in the [PhysicsServer3D]. It's used " -#~ "mainly to do queries against objects and areas residing in a given space." -#~ msgstr "" -#~ "Acceso directo al objeto a un espacio en el [PhysicsServer3D]. Se utiliza " -#~ "principalmente para hacer consultas contra objetos y áreas que residen en " -#~ "un espacio determinado." - -#~ msgid "" -#~ "Checks whether the shape can travel to a point. The method will return an " -#~ "array with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code].\n" -#~ "If the shape can not move, the returned array will be [code][0, 0][/code] " -#~ "under Bullet, and empty under GodotPhysics3D." -#~ msgstr "" -#~ "Comprueba si la forma puede viajar a un punto. El método devolverá un " -#~ "array con dos reales entre 0 y 1, ambos representando una fracción de " -#~ "[code]motion[/code]. La primera es lo lejos que la forma puede moverse " -#~ "sin provocar una colisión, y la segunda es el punto en el que se " -#~ "producirá una colisión. Si no se detecta ninguna colisión, el array " -#~ "devuelto será [code][1, 1][/code].\n" -#~ "Si la figura no puede moverse, el array devuelto será [code][0, 0][/code] " -#~ "bajo Bullet, y vacía bajo GodotPhysics3D." - -#~ msgid "" -#~ "Checks the intersections of a shape, given through a " -#~ "[PhysicsShapeQueryParameters3D] object, against the space. The resulting " -#~ "array contains a list of points where the shape intersects another. Like " -#~ "with [method intersect_shape], the number of returned results can be " -#~ "limited to save processing time." -#~ msgstr "" -#~ "Comprueba las intersecciones de una forma, dadas a través de un objeto " -#~ "[PhysicsShapeQueryParameters3D], contra el espacio. El array resultante " -#~ "contiene una lista de puntos donde la forma se intersecta con otra. Al " -#~ "igual que con [method intersect_shape], el número de resultados devueltos " -#~ "puede limitarse para ahorrar tiempo de procesamiento." - -#~ msgid "Sets a body state using one of the [enum BodyState] constants." -#~ msgstr "" -#~ "Establece un estado corporal usando una de las constantes [enum " -#~ "BodyState]." - -#~ msgid "" -#~ "Returns the value of a damped spring joint parameter. See [enum " -#~ "DampedSpringParam] for a list of available parameters." -#~ msgstr "" -#~ "Devuelve el valor de un parámetro de la junta de resorte amortiguado. Ver " -#~ "[enum DampedSpringParam] para una lista de parámetros disponibles." - -#~ msgid "Creates an [Area3D]." -#~ msgstr "Crea un [Area3D]." - -#~ msgid "Returns the [PhysicsDirectBodyState3D] of the body." -#~ msgstr "Devuelve el [PhysicsDirectBodyState3D] del cuerpo." - -#~ msgid "" -#~ "Destroys any of the objects created by PhysicsServer3D. If the [RID] " -#~ "passed is not one of the objects that can be created by PhysicsServer3D, " -#~ "an error will be sent to the console." -#~ msgstr "" -#~ "Destruye cualquiera de los objetos creados por PhysicsServer3D. Si el " -#~ "[RID] pasado no es uno de los objetos que puede ser creado por " -#~ "PhysicsServer3D, se enviará un error a la consola." - -#~ msgid "" -#~ "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object " -#~ "can be used to make collision/intersection queries." -#~ msgstr "" -#~ "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState3D]. Este " -#~ "objeto puede ser usado para hacer consultas de colisión/intersección." - -#~ msgid "The [Shape3D] is a [WorldMarginShape3D]." -#~ msgstr "El [Shape3D] es un [WorldMarginShape3D]." - -#~ msgid "" -#~ "The physics layer(s) the query will take into account (as a bitmask)." -#~ msgstr "" -#~ "La(s) capa(s) física(s) que la consulta tendrá en cuenta (como una " -#~ "máscara de bits)." - -#~ msgid "" -#~ "The [Shape2D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "La [Shape2D] que se utilizará para las consultas de colisión/" -#~ "intersección. Esto almacena la referencia real que evita que la forma se " -#~ "libere mientras se utiliza para las consultas, por lo que siempre " -#~ "preferimos utilizar esto en lugar de [member shape_rid]." - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radius = 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "La forma consultada [RID] que se usará para consultas de colisión/" -#~ "intersección. Utiliza esto sobre [member shape] si quieres optimizar el " -#~ "rendimiento usando la API de los servidores:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radio= 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radio)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Ejecutar consultas de física aquí...\n" -#~ "\n" -#~ "# Libera la forma cuando termines con las consultas de física.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "If [code]true[/code], the query will take [Area3D]s into account." -#~ msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area3D]s." - -#~ msgid "" -#~ "If [code]true[/code], the query will take [PhysicsBody3D]s into account." -#~ msgstr "" -#~ "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody3D]s." - -#~ msgid "" -#~ "The [Shape3D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "La [Shape3D] que se utilizará para las consultas de colisión/" -#~ "intersección. Esto almacena la referencia real que evita que la forma se " -#~ "libere mientras se utiliza para las consultas, por lo que siempre " -#~ "preferimos utilizar esto en lugar de [member shape_rid]." - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radius = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "La forma consultada [RID] que se usará para consultas de colisión/" -#~ "intersección. Utiliza esto sobre [member shape] si quieres optimizar el " -#~ "rendimiento usando la API de los servidores:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radio = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radio)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Ejecutar consultas de física aquí...\n" -#~ "\n" -#~ "# Libera la forma cuando termines con las consultas de física.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "Result of a 2D shape query in [PhysicsServer2D]." -#~ msgstr "Resultado de una consulta de forma 2D en [PhysicsServer2D]." - -#~ msgid "" -#~ "The result of a 2D shape query in [PhysicsServer2D]. See also " -#~ "[PhysicsShapeQueryParameters2D]." -#~ msgstr "" -#~ "El resultado de una consulta de forma 2D en [PhysicsServer2D]. Ver " -#~ "también [PhysicsShapeQueryParameters2D]." - -#~ msgid "Returns the number of objects that intersected with the shape." -#~ msgstr "Devuelve el número de objetos que se intersectaron con la forma." - -#~ msgid "" -#~ "Returns the [Object] that intersected with the shape at index [code]idx[/" -#~ "code]." -#~ msgstr "" -#~ "Devuelve el [Object] que se intersectó con la forma en el índice " -#~ "[code]idx[/code]." - -#~ msgid "" -#~ "Returns the instance ID of the [Object] that intersected with the shape " -#~ "at index [code]idx[/code]." -#~ msgstr "" -#~ "Devuelve el ID de la instancia del [Object] que se intersectó con la " -#~ "forma en el índice [code]idx[/code]." - -#~ msgid "" -#~ "Returns the child index of the object's [Shape2D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "" -#~ "Devuelve el índice de hijos de la [Shape2D] del objeto que se intersectó " -#~ "con la forma en el índice [code]idx[/code]." - -#~ msgid "" -#~ "Returns the [RID] of the object that intersected with the shape at index " -#~ "[code]idx[/code]." -#~ msgstr "" -#~ "Devuelve el [RID] del objeto que se intersectó con la forma en el índice " -#~ "[code]idx[/code]." - -#~ msgid "Result of a 3D shape query in [PhysicsServer3D]." -#~ msgstr "Resultado de una consulta de forma 3D en [PhysicsServer3D]." - -#~ msgid "" -#~ "The result of a 3D shape query in [PhysicsServer3D]. See also " -#~ "[PhysicsShapeQueryParameters3D]." -#~ msgstr "" -#~ "El resultado de una consulta de forma 3D en [PhysicsServer3D]. Ver " -#~ "también [PhysicsShapeQueryParameters3D]." - -#~ msgid "" -#~ "Returns the child index of the object's [Shape3D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "" -#~ "Devuelve el índice de hijos del objeto [Shape3D] que se intersectó con la " -#~ "forma en el índice [code]idx[/code]." - -#~ msgid "" -#~ "The normal map gives depth to the Polygon2D.\n" -#~ "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ " -#~ "coordinates. See [url=http://wiki.polycount.com/wiki/" -#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] " -#~ "for a comparison of normal map coordinates expected by popular engines." -#~ msgstr "" -#~ "El mapa normal da la profundidad del Polígono2D.\n" -#~ "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, " -#~ "y Z+. Ver [url=http://wiki.polycount.com/wiki/" -#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " -#~ "para una comparación de las coordenadas del mapa normal esperadas por los " -#~ "motores populares." - -#~ msgid "" -#~ "Overrides the [AABB] with one defined by user for use with frustum " -#~ "culling. Especially useful to avoid unnexpected culling when using a " -#~ "shader to offset vertices." -#~ msgstr "" -#~ "Sobreescribe el [AABB] con uno definido por el usuario para su uso con la " -#~ "recolección de frustum. Especialmente útil para evitar la selección " -#~ "inesperada cuando se utiliza un shader para desplazar los vértices." - -#~ msgid "" -#~ "Color of the ground at the bottom. Blends with [member " -#~ "ground_horizon_color]." -#~ msgstr "" -#~ "El color del suelo en el fondo. Se mezcla con [member " -#~ "ground_horizon_color]." - -#~ msgid "" -#~ "Color of the ground at the horizon. Blends with [member " -#~ "ground_bottom_color]." -#~ msgstr "" -#~ "El color del suelo en el horizonte. Se mezcla con [member " -#~ "ground_bottom_color]." - -#~ msgid "Color of the sky at the horizon. Blends with [member sky_top_color]." -#~ msgstr "" -#~ "El color del cielo en el horizonte. Se mezcla con [member sky_top_color]." - -#~ msgid "Color of the sky at the top. Blends with [member sky_horizon_color]." -#~ msgstr "" -#~ "El color del cielo en la parte superior. Se mezcla con [member " -#~ "sky_horizon_color]." - -#~ msgid "" -#~ "Converts a localized path ([code]res://[/code]) to a full native OS path." -#~ msgstr "" -#~ "Convierte una ruta localizada ([code]res://[/code]) en una ruta completa " -#~ "del sistema operativo nativo." - -#~ msgid "Convert a path to a localized path ([code]res://[/code] path)." -#~ msgstr "" -#~ "Convierte una ruta en un ruta localizado ([code]res://[/code] ruta)." - -#~ msgid "Saves the configuration to the [code]project.godot[/code] file." -#~ msgstr "Guarda la configuración en el archivo [code]project.godot[/code]." - -#~ msgid "" -#~ "The project's name. It is used both by the Project Manager and by " -#~ "exporters. The project name can be translated by translating its value in " -#~ "localization files." -#~ msgstr "" -#~ "El nombre del proyecto. Lo utilizan tanto el director del proyecto como " -#~ "los exportadores. El nombre del proyecto puede traducirse traduciendo su " -#~ "valor en archivos de localización." - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard error in an exported " -#~ "build." -#~ msgstr "" -#~ "Si [code]true[/code], desactiva la impresión a error estándar en una " -#~ "construcción exportada." - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard output in an exported " -#~ "build." -#~ msgstr "" -#~ "Si [code]true[/code], desactiva la impresión a la salida estándar en una " -#~ "construcción exportada." - -#~ msgid "Default orientation on mobile devices." -#~ msgstr "Orientación por defecto en los dispositivos móviles." - -#~ msgid "Force the window to be always on top." -#~ msgstr "Obliga a la ventana a estar siempre arriba." - -#~ msgid "Force the window to be borderless." -#~ msgstr "Obliga a la ventana a no tener límites." - -#~ msgid "Sets the window to full screen when it starts." -#~ msgstr "Establece la ventana a pantalla completa cuando comienza." - -#~ msgid "" -#~ "Maximum amount of messages in the debugger queue. Over this value, " -#~ "content is dropped. This helps to limit the debugger memory usage." -#~ msgstr "" -#~ "Cantidad máxima de mensajes en la cola del depurador. Por encima de este " -#~ "valor, el contenido se elimina. Esto ayuda a limitar el uso de la memoria " -#~ "del depurador." - -#~ msgid "Cell size used for the broad-phase 2D hash grid algorithm." -#~ msgstr "" -#~ "Tamaño de la célula utilizada para el algoritmo de la cuadrícula hash 2D " -#~ "de fase ancha." - -#~ msgid "The default angular damp in 2D." -#~ msgstr "La humedad angular por defecto en 2D." - -#~ msgid "The default linear damp in 2D." -#~ msgstr "La amortiguación lineal por defecto en 2D." - -#~ msgid "The default angular damp in 3D." -#~ msgstr "La amortiguación angular por defecto en 3D." - -#~ msgid "The default linear damp in 3D." -#~ msgstr "La amortiguación lineal por defecto en 3D." - -#~ msgid "" -#~ "Fix to improve physics jitter, specially on monitors where refresh rate " -#~ "is different than the physics FPS.\n" -#~ "[b]Note:[/b] This property is only read when the project starts. To " -#~ "change the physics FPS at runtime, set [member Engine.physics_jitter_fix] " -#~ "instead." -#~ msgstr "" -#~ "Arreglo para mejorar el temblor de la física, especialmente en monitores " -#~ "donde la velocidad de refresco es diferente a la del FPS de la física.\n" -#~ "[b]Nota:[/b] Esta propiedad sólo se lee cuando se inicia el proyecto. " -#~ "Para cambiar el FPS de física en tiempo de ejecución, establece [member " -#~ "Engine.physics_jitter_fix] en su lugar." - -#~ msgid "" -#~ "Max amount of elements renderable in a frame. If more than this are " -#~ "visible per frame, they will be dropped. Keep in mind elements refer to " -#~ "mesh surfaces and not meshes themselves." -#~ msgstr "" -#~ "Cantidad máxima de elementos que se pueden representar en un fotograma. " -#~ "Si más de esto son visibles por fotograma, serán eliminados. Tengan en " -#~ "cuenta que los elementos se refieren a las superficies de malla y no a " -#~ "las mallas en sí mismas." - -#~ msgid "" -#~ "If [code]true[/code], forces snapping of polygons to pixels in 2D " -#~ "rendering. May help in some pixel art styles." -#~ msgstr "" -#~ "Si [code]true[/code], fuerza la división de los polígonos en píxeles en " -#~ "la representación 2D. Puede ayudar en algunos estilos de arte de píxeles." - -#~ msgid "" -#~ "Sets the quality of the depth of field effect. Higher quality takes more " -#~ "samples, which is slower but looks smoother." -#~ msgstr "" -#~ "Establece la calidad del efecto de la profundidad de campo. La calidad " -#~ "más alta toma más muestras, lo cual es más lento pero se ve más suave." - -#~ msgid "" -#~ "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " -#~ "fastest. Circle is the most realistic, but also the most expensive to " -#~ "compute." -#~ msgstr "" -#~ "Establece la forma de la profundidad del campo. Puede ser una caja, un " -#~ "hexágono o un círculo. Box es el más rápido. Círculo es el más realista, " -#~ "pero también el más caro de calcular." - -#~ msgid "" -#~ "If [code]true[/code], jitters DOF samples to make effect slightly " -#~ "blurrier and hide lines created from low sample rates. This can result in " -#~ "a slightly grainy appearance when used with a low number of samples." -#~ msgstr "" -#~ "Si [code]true[/code], se ponen nerviosos las muestras de DOF para que el " -#~ "efecto sea ligeramente más borroso y ocultar las líneas creadas por las " -#~ "bajas tasas de muestreo. Esto puede dar lugar a un aspecto ligeramente " -#~ "granulado cuando se utiliza con un número bajo de muestras." - -#~ msgid "" -#~ "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality " -#~ "settings use more samples when reading from shadow maps and are thus " -#~ "slower. Low quality settings may result in shadows looking grainy." -#~ msgstr "" -#~ "Configuración de calidad para las sombras emitidas por " -#~ "[DirectionalLight3D]. Los ajustes de calidad más altos utilizan más " -#~ "muestras cuando se lee de los mapas de sombras y por lo tanto son más " -#~ "lentos. Los ajustes de baja calidad pueden hacer que las sombras se vean " -#~ "granuladas." - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/directional_shadow/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "Sobrescritura del extremo inferior para [member rendering/quality/" -#~ "directional_shadow/soft_shadow_quality] en los dispositivos móviles, " -#~ "debido a problemas de rendimiento o de compatibilidad con el driver." - -#~ msgid "" -#~ "If [code]true[/code], take additional samples when rendering objects " -#~ "affected by a [GIProbe] to reduce artifacts from only sampling in one " -#~ "direction." -#~ msgstr "" -#~ "Si [code]true[/code], tome muestras adicionales al renderizar los objetos " -#~ "afectados por una [GIProbe] para reducir los artefactos de muestreo en " -#~ "una dirección." - -#~ msgid "" -#~ "Sets the number of cone samples taken when rendering objects affected by " -#~ "[GIProbe]s." -#~ msgstr "" -#~ "Establece el número de muestras de conos tomadas al renderizar los " -#~ "objetos afectados por las [GIProbe]s." - -#~ msgid "" -#~ "Sets how the glow effect is upscaled before being copied onto the screen. " -#~ "Linear is faster, but looks blocky. Bicubic is slower but looks smooth." -#~ msgstr "" -#~ "Establece cómo se aumenta el efecto de brillo antes de ser copiado en la " -#~ "pantalla. El lineal es más rápido, pero parece bloqueado. Bicúbico es más " -#~ "lento pero se ve suave." - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/glow/upscale_mode] on " -#~ "mobile devices, due to performance concerns or driver support." -#~ msgstr "" -#~ "Sobreescritura del extremo inferior para [member rendering/quality/glow/" -#~ "upscale_mode] en los dispositivos móviles, debido a problemas de " -#~ "rendimiento o de compatibilidad con los controladores." - -#~ msgid "" -#~ "Number of cubemaps to store in the reflection atlas. The number of " -#~ "[ReflectionProbe]s in a scene will be limited by this amount. A higher " -#~ "number requires more VRAM." -#~ msgstr "" -#~ "Número de cubemaps para almacenar en el atlas de reflexión. El número de " -#~ "[ReflectionProbe]s en una escena estará limitado por esta cantidad. Un " -#~ "número mayor requiere más VRAM." - -#~ msgid "" -#~ "Size of cubemap faces for [ReflectionProbe]s. A higher number requires " -#~ "more VRAM and may make reflection probe updating slower." -#~ msgstr "" -#~ "El tamaño de las caras del mapa del cubo para las [ReflectionProbe]. Un " -#~ "número mayor requiere más VRAM y puede hacer que la actualización de la " -#~ "sonda de reflexión sea más lenta." - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/reflection_atlas/" -#~ "reflection_size] on mobile devices, due to performance concerns or driver " -#~ "support." -#~ msgstr "" -#~ "Sobrescritura del extremo inferior para [member rendering/quality/" -#~ "reflection_atlas/reflection_size] en los dispositivos móviles, debido a " -#~ "problemas de rendimiento o de compatibilidad con los controladores." - -#~ msgid "" -#~ "Use a higher quality variant of the fast filtering algorithm. " -#~ "Significantly slower than using default quality, but results in smoother " -#~ "reflections. Should only be used when the scene is especially detailed." -#~ msgstr "" -#~ "Utiliza una variante de mayor calidad del algoritmo de filtrado rápido. " -#~ "Significativamente más lento que el uso de la calidad por defecto, pero " -#~ "resulta en reflejos más suaves. Sólo debe usarse cuando la escena es " -#~ "especialmente detallada." - -#~ msgid "" -#~ "Sets the number of samples to take when using importance sampling for " -#~ "[Sky]s and [ReflectionProbe]s. A higher value will result in smoother, " -#~ "higher quality reflections, but increases time to calculate radiance " -#~ "maps. In general, fewer samples are needed for simpler, low dynamic range " -#~ "environments while more samples are needed for HDR environments and " -#~ "environments with a high level of detail." -#~ msgstr "" -#~ "Establece el número de muestras a tomar cuando se utiliza el muestreo de " -#~ "importancia para [Sky]s y [ReflectionProbe]s. Un valor más alto resultará " -#~ "en reflexiones más suaves y de mayor calidad, pero aumenta el tiempo para " -#~ "calcular los mapas de radiación. En general, se necesitan menos muestras " -#~ "para entornos más simples y de bajo rango dinámico, mientras que se " -#~ "necesitan más muestras para entornos HDR y entornos con un alto nivel de " -#~ "detalle." - -#~ msgid "" -#~ "Limits the number of layers to use in radiance maps when using importance " -#~ "sampling. A lower number will be slightly faster and take up less VRAM." -#~ msgstr "" -#~ "Limita el número de capas a utilizar en los mapas de resplandor cuando se " -#~ "utiliza el muestreo de importancia. Un número menor será ligeramente más " -#~ "rápido y ocupará menos VRAM." - -#~ msgid "" -#~ "Sets the screen-space antialiasing mode for the default screen " -#~ "[Viewport]. Screen-space antialiasing works by selectively blurring edges " -#~ "in a post-process shader. It differs from MSAA which takes multiple " -#~ "coverage samples while rendering objects. Screen-space AA methods are " -#~ "typically faster than MSAA and will smooth out specular aliasing, but " -#~ "tend to make scenes appear blurry.\n" -#~ "Another way to combat specular aliasing is to enable [member rendering/" -#~ "quality/screen_filters/screen_space_roughness_limiter_enabled]." -#~ msgstr "" -#~ "Establece el modo de antialiasing del espacio de pantalla para la " -#~ "pantalla predeterminada [Viewport]. El antialiasing del espacio de " -#~ "pantalla funciona difuminando los bordes de forma selectiva en un " -#~ "sombreador de post-proceso. Difiere de la MSAA que toma múltiples " -#~ "muestras de cobertura mientras renderiza los objetos. Los métodos de AA " -#~ "en el espacio de pantalla suelen ser más rápidos que los de la MSAA y " -#~ "suavizan el aliasing especular, pero tienden a hacer que las escenas " -#~ "aparezcan borrosas.\n" -#~ "Otra forma de combatir el aliasing especular es habilitar [member " -#~ "rendering/quality/screen_filters/screen_space_roughness_limiter_enabled]." - -#~ msgid "" -#~ "Sets the quality for rough screen-space reflections. Turning off will " -#~ "make all screen space reflections sharp, while higher values make rough " -#~ "reflections look better." -#~ msgstr "" -#~ "Establece la calidad de los reflejos en el espacio de la pantalla. Apagar " -#~ "hará que todos los reflejos del espacio de la pantalla sean nítidos, " -#~ "mientras que los valores más altos hacen que los reflejos ásperos se vean " -#~ "mejor." - -#~ msgid "" -#~ "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " -#~ "Higher quality settings use more samples when reading from shadow maps " -#~ "and are thus slower. Low quality settings may result in shadows looking " -#~ "grainy." -#~ msgstr "" -#~ "Ajuste de calidad para las sombras emitidas por [OmniLight3D] y " -#~ "[SpotLight3D]. Los ajustes de calidad más altos usan más muestras cuando " -#~ "se lee de los mapas de sombras y por lo tanto son más lentos. Los ajustes " -#~ "de baja calidad pueden hacer que las sombras se vean granuladas." - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/shadows/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "Sobreescritura del extremo inferior para [member rendering/quality/" -#~ "shadows/soft_shadow_quality] en los dispositivos móviles, debido a " -#~ "problemas de rendimiento o a la compatibilidad con los controladores." - -#~ msgid "" -#~ "If [code]true[/code], screen-space ambient occlusion will be rendered at " -#~ "half size and then upscaled before being added to the scene. This is " -#~ "significantly faster but may miss small details." -#~ msgstr "" -#~ "Si [code]true[/code], la oclusión ambiental del espacio de pantalla se " -#~ "renderizará a mitad de tamaño y luego se escalará antes de ser añadida a " -#~ "la escena. Esto es significativamente más rápido pero puede perder " -#~ "pequeños detalles." - -#~ msgid "" -#~ "Sets the quality of the screen-space ambient occlusion effect. Higher " -#~ "values take more samples and so will result in better quality, at the " -#~ "cost of performance." -#~ msgstr "" -#~ "Establece la calidad del efecto de oclusión ambiental del espacio de la " -#~ "pantalla. Los valores más altos toman más muestras y por lo tanto " -#~ "resultarán en una mejor calidad, a costa del rendimiento." - -#~ msgid "" -#~ "Scales the depth over which the subsurface scattering effect is applied. " -#~ "A high value may allow light to scatter into a part of the mesh or " -#~ "another mesh that is close in screen space but far in depth." -#~ msgstr "" -#~ "Escala la profundidad sobre la que se aplica el efecto de dispersión del " -#~ "subsuelo. Un valor alto puede permitir que la luz se disperse en una " -#~ "parte de la malla o en otra malla que esté cerca en el espacio de la " -#~ "malla pero a mucha profundidad." - -#~ msgid "" -#~ "Sets the quality of the subsurface scattering effect. Higher values are " -#~ "slower but look nicer." -#~ msgstr "" -#~ "Establece la calidad del efecto de dispersión del subsuelo. Los valores " -#~ "más altos son más lentos pero se ven mejor." - -#~ msgid "" -#~ "Scales the distance over which samples are taken for subsurface " -#~ "scattering effect. Changing this does not impact performance, but higher " -#~ "values will result in significant artifacts as the samples will become " -#~ "obviously spread out. A lower value results in a smaller spread of " -#~ "scattered light." -#~ msgstr "" -#~ "Escala la distancia a la que se toman las muestras para el efecto de " -#~ "dispersión subterránea. Cambiar esto no afecta al rendimiento, pero " -#~ "valores más altos resultarán en artefactos significativos ya que las " -#~ "muestras se dispersarán obviamente. Un valor más bajo da como resultado " -#~ "una menor dispersión de la luz dispersada." - -#~ msgid "" -#~ "Sets the maximum number of samples to take when using anisotropic " -#~ "filtering on textures (as a power of two). A higher sample count will " -#~ "result in sharper textures at oblique angles, but is more expensive to " -#~ "compute. A value of [code]0[/code] forcibly disables anisotropic " -#~ "filtering, even on materials where it is enabled." -#~ msgstr "" -#~ "Establece el número máximo de muestras a tomar cuando se utiliza el " -#~ "filtrado anisotrópico en las texturas (como una potencia de dos). Un " -#~ "mayor número de muestras dará como resultado texturas más nítidas en " -#~ "ángulos oblicuos, pero es más caro de calcular. Un valor de [code]0[/" -#~ "code] desactiva forzosamente el filtrado anisotrópico, incluso en los " -#~ "materiales en los que está activado." - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression algorithm. This algorithm " -#~ "doesn't support alpha channels in textures." -#~ msgstr "" -#~ "Si [code]true[/code], el importador de texturas importará texturas " -#~ "comprimidas VRAM utilizando el algoritmo de Compresión de Texturas de " -#~ "Ericsson. Este algoritmo no soporta canales alfa en las texturas." - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression 2 algorithm. This texture " -#~ "compression algorithm is only supported when using the Vulkan renderer." -#~ msgstr "" -#~ "Si [code]true[/code], el importador de texturas importará texturas " -#~ "comprimidas VRAM utilizando el algoritmo Ericsson Texture Compression 2. " -#~ "Este algoritmo de compresión de texturas sólo está soportado cuando se " -#~ "utiliza el renderizador de Vulkan." - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the PowerVR Texture Compression algorithm. This texture " -#~ "compression algorithm is only supported on iOS." -#~ msgstr "" -#~ "Si [code]true[/code], el importador de texturas importará texturas " -#~ "comprimidas con VRAM usando el algoritmo de compresión de texturas " -#~ "PowerVR. Este algoritmo de compresión de texturas sólo está soportado en " -#~ "el iOS." - -#~ msgid "" -#~ "The seed used by the random number generator. A given seed will give a " -#~ "reproducible sequence of pseudo-random numbers.\n" -#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " -#~ "similar random streams given similar seeds. Consider using a hash " -#~ "function to improve your seed quality if they're sourced externally." -#~ msgstr "" -#~ "La semilla usada por el generador de números aleatorios. Una semilla dada " -#~ "dará una secuencia reproducible de números pseudo-aleatorios.\n" -#~ "[b]Nota:[/b] El RNG no tiene un efecto de avalancha, y puede producir " -#~ "secuencias aleatorias similares dadas semillas similares. Considere la " -#~ "posibilidad de utilizar una función de hash para mejorar la calidad de " -#~ "sus semillas si se obtienen de fuentes externas." - -#~ msgid "" -#~ "Returns the collision point at which the ray intersects the closest " -#~ "object.\n" -#~ "[b]Note:[/b] this point is in the [b]global[/b] coordinate system." -#~ msgstr "" -#~ "Devuelve el punto de colisión en el que el rayo intersecta el objeto más " -#~ "cercano.\n" -#~ "[b]Nota:[/b] este punto está en el sistema de coordenadas [b]global[/b]." - -#~ msgid "" -#~ "The ray's collision mask. Only objects in at least one collision layer " -#~ "enabled in the mask will be detected." -#~ msgstr "" -#~ "La máscara de colisión del rayo. Sólo se detectarán los objetos en al " -#~ "menos una capa de colisión habilitada en la máscara." - -#~ msgid "If [code]true[/code], collision with [Area3D]s will be reported." -#~ msgstr "Si [code]true[/code], se informará de la colisión con [Area3D]." - -#~ msgid "" -#~ "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." -#~ msgstr "" -#~ "Si [code]true[/code], se informará de la colisión con [PhysicsBody3D]." - -#~ msgid "2D axis-aligned bounding box using floating point coordinates." -#~ msgstr "Caja delimitadora alineada con el eje 2D usando coordenadas reales." - -#~ msgid "Constructs a [Rect2] from a [Rect2i]." -#~ msgstr "Construye un [Rect2] a partir de un [Rect2i]." - -#~ msgid "2D axis-aligned bounding box using integer coordinates." -#~ msgstr "" -#~ "Caja delimitadora alineada con el eje 2D usando coordenadas enteras." - -#~ msgid "" -#~ "[Rect2i] consists of a position, a size, and several utility functions. " -#~ "It is typically used for fast overlap tests.\n" -#~ "It uses integer coordinates." -#~ msgstr "" -#~ "[Rect2i] consta de una posición, un tamaño y varias funciones de " -#~ "utilidad. Se utiliza típicamente para pruebas de superposición rápida.\n" -#~ "Utiliza coordenadas enteras." - -#~ msgid "Constructs a [Rect2i] by position and size." -#~ msgstr "Construye un [Rect2i] por posición y tamaño." - -#~ msgid "Constructs a [Rect2i] by x, y, width, and height." -#~ msgstr "Construye un [Rect2i] por x, y, ancho y alto." - -#~ msgid "" -#~ "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates " -#~ "will be truncated." -#~ msgstr "" -#~ "Construye un nuevo [Rect2i] a partir del [Rect2]. Las coordenadas reales " -#~ "serán truncadas." - -#~ msgid "" -#~ "Returns a [Rect2i] with equivalent position and area, modified so that " -#~ "the top-left corner is the origin and [code]width[/code] and " -#~ "[code]height[/code] are positive." -#~ msgstr "" -#~ "Devuelve una [Rect2i] con posición y área equivalentes, modificada de " -#~ "manera que la esquina superior izquierda es el origen y [code]width[/" -#~ "code] y [code]height[/code] son positivos." - -#~ msgid "Returns the intersection of this [Rect2i] and b." -#~ msgstr "Devuelve la intersección de esta [Rect2i] y b." - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si este [Rect2i] encierra completamente otro." - -#~ msgid "Returns this [Rect2i] expanded to include a given point." -#~ msgstr "Devuelve este [Rect2i] expandido para incluir un punto determinado." - -#~ msgid "Returns the area of the [Rect2i]." -#~ msgstr "Devuelve el área de la [Rect2i]." - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards all " -#~ "the sides." -#~ msgstr "" -#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades " -#~ "hacia todos los lados." - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards each " -#~ "direction individually." -#~ msgstr "" -#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades " -#~ "hacia cada dirección individualmente." - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards the " -#~ "[enum Margin] direction." -#~ msgstr "" -#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades " -#~ "hacia la dirección [enum Margin]." - -#~ msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty." -#~ msgstr "Devuelve [code]true[/code] si la [Rect2i] está plana o vacía." - -#~ msgid "Returns [code]true[/code] if the [Rect2i] contains a point." -#~ msgstr "Devuelve [code]true[/code] si la [Rect2i] contiene un punto." - -#~ msgid "" -#~ "Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i." -#~ "e. they have at least one point in common).\n" -#~ "If [code]include_borders[/code] is [code]true[/code], they will also be " -#~ "considered overlapping if their borders touch, even without intersection." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si la [Rect2i] se superpone con [code]b[/code] " -#~ "(es decir, tienen al menos un punto en común).\n" -#~ "Si [code]include_borders[/code] es [code]true[/code], también se " -#~ "considerará que se superponen si sus bordes se tocan, incluso sin " -#~ "intersección." - -#~ msgid "" -#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]." -#~ msgstr "" -#~ "Devuelve un [Rect2i] más grande que contiene este [Rect2i] y [code]b[/" -#~ "code]." - -#~ msgid "If [code]true[/code], reflections will ignore sky contribution." -#~ msgstr "" -#~ "Si [code]true[/code], los reflejos ignorarán la contribución del cielo." - -#~ msgid "" -#~ "Update the probe once on the next frame. The corresponding radiance map " -#~ "will be generated over the following six frames. This is slower to update " -#~ "than [constant UPDATE_ALWAYS] but can result in higher quality " -#~ "reflections." -#~ msgstr "" -#~ "Actualice la sonda una vez en el siguiente cuadro. El mapa de radiación " -#~ "correspondiente se generará en los siguientes seis cuadros. Esto es más " -#~ "lento de actualizar que [constant UPDATE_ALWAYS] pero puede resultar en " -#~ "reflexiones de mayor calidad." - -#~ msgid "" -#~ "[RemoteTransform3D] caches the remote node. It may not notice if the " -#~ "remote node disappears; [method force_update_cache] forces it to update " -#~ "the cache again." -#~ msgstr "" -#~ "[RemoteTransform3D] cachea el nodo remoto. Puede que no se dé cuenta si " -#~ "el nodo remoto desaparece; [method force_update_cache] le obliga a " -#~ "actualizar la caché de nuevo." - -#~ msgid "" -#~ "The [NodePath] to the remote node, relative to the RemoteTransform3D's " -#~ "position in the scene." -#~ msgstr "" -#~ "El [NodePath] al nodo remoto, relativo a la posición del " -#~ "RemoteTransform3D en la escena." - -#~ msgid "" -#~ "Sets the material that the sky uses to render the background and " -#~ "reflection maps." -#~ msgstr "" -#~ "Establece el material que el cielo utiliza para representar los mapas de " -#~ "fondo y de reflexión." - -#~ msgid "Shader is a sky shader." -#~ msgstr "Shader es un shader de cielo." - -#~ msgid "" -#~ "The size of the light when using spot light or omni light. The angular " -#~ "size of the light when using directional light." -#~ msgstr "" -#~ "El tamaño de la luz cuando se usa luz puntual u omnidireccional. El " -#~ "tamaño angular de la luz cuando se usa luz direccional." - -#~ msgid "" -#~ "Proportion of shadow max distance where the shadow will start to fade out." -#~ msgstr "" -#~ "Proporción de la distancia máxima de la sombra donde la sombra comenzará " -#~ "a desvanecerse." - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low " -#~ "resolution shadow maps. A high value can make shadows appear grainy and " -#~ "can cause other unwanted artifacts. Try to keep as near default as " -#~ "possible." -#~ msgstr "" -#~ "Desdibuja los bordes de la sombra. Se puede usar para ocultar artefactos " -#~ "de píxeles en mapas de sombras de baja resolución. Un valor alto puede " -#~ "hacer que las sombras aparezcan granuladas y puede causar otros " -#~ "artefactos no deseados. Trate de mantener un valor lo más cercano posible " -#~ "al valor por defecto." - -#~ msgid "Multisample antialiasing uses 2 samples per pixel." -#~ msgstr "El antialiasing multimuestreo utiliza 2 muestras por píxel." - -#~ msgid "Multisample antialiasing uses 4 samples per pixel." -#~ msgstr "El antialiasing multimuestreo utiliza 4 muestras por píxel." - -#~ msgid "Multisample antialiasing uses 8 samples per pixel." -#~ msgstr "El antialiasing multimuestreo utiliza 8 muestras por píxel." - -#~ msgid "Multisample antialiasing uses 16 samples per pixel." -#~ msgstr "El antialiasing multimuestreo utiliza 16 muestras por píxel." - -#~ msgid "Objects are displayed with only light information." -#~ msgstr "Los objetos se muestran sin información de la luz." - -#~ msgid "" -#~ "Objects are displayed semi-transparent with additive blending so you can " -#~ "see where they are drawing over top of one another. A higher overdraw " -#~ "means you are wasting performance on drawing pixels that are being hidden " -#~ "behind others." -#~ msgstr "" -#~ "Los objetos se muestran semitransparentes con mezcla aditiva para que " -#~ "puedas ver dónde están dibujando uno encima del otro. Un mayor " -#~ "sobregirado significa que estás desperdiciando el rendimiento al dibujar " -#~ "píxeles que están siendo escondidos detrás de otros." - -#~ msgid "" -#~ "Normal buffer is drawn instead of regular scene so you can see the per-" -#~ "pixel normals that will be used by post-processing effects." -#~ msgstr "" -#~ "El buffer normal se dibuja en lugar de la escena regular para que se " -#~ "puedan ver los normales por píxel que serán utilizados por los efectos de " -#~ "post-procesamiento." - -#~ msgid "Objects are displayed with only the albedo value from [GIProbe]s." -#~ msgstr "" -#~ "Los objetos se muestran sólo con el valor del albedo de los [GIProbe]s." - -#~ msgid "Objects are displayed with only the lighting value from [GIProbe]s." -#~ msgstr "" -#~ "Los objetos se muestran sólo con el valor de iluminación de los " -#~ "[GIProbe]s." - -#~ msgid "Objects are displayed with only the emission color from [GIProbe]s." -#~ msgstr "" -#~ "Los objetos se muestran sólo con el color de emisión de los [GIProbe]s." - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [OmniLight3D]s and " -#~ "[SpotLight3D]s in the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "Dibuja el atlas de sombras que almacena las sombras de [OmniLight3D] y " -#~ "[SpotLight3D] en el cuadrante superior izquierdo del [Viewport]." - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "Dibuja el atlas de sombras que almacena las sombras de [OmniLight3D] y " -#~ "[SpotLight3D] en el cuadrante superior izquierdo del [Viewport]." - -#~ msgid "" -#~ "Draws the screen space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "Dibuja la textura de oclusión ambiental del espacio de la pantalla en " -#~ "lugar de la escena para que puedas ver claramente cómo está afectando a " -#~ "los objetos. Para que este modo de visualización funcione, debe tener " -#~ "[member Environment.ssao_enabled] establecido en su [WorldEnvironment]." - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order they will " -#~ "be colored red, green, blue, yellow." -#~ msgstr "" -#~ "Coloca cada división PSSM para los [DirectionalLight3D] de la escena un " -#~ "color diferente para que puedas ver dónde están las divisiones. En orden, " -#~ "serán de color rojo, verde, azul, amarillo." - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant Sky." -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "Utiliza un muestreo de importancia de alta calidad para procesar el mapa " -#~ "de resplandor. En general, esto resulta en una calidad mucho más alta que " -#~ "[constant Sky.PROCESS_MODE_REALTIME], pero toma mucho más tiempo en " -#~ "generarse. Esto no debe ser usado si planeas cambiar el cielo en tiempo " -#~ "de ejecución. Si encuentra que el reflejo no es lo suficientemente " -#~ "borroso y está mostrando destellos o luciérnagas, intente aumentar " -#~ "[member ProjectSettings.rendering/quality/reflections/ggx_samples]." - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times.\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member Sky.radiance_size] must be set to [constant Sky." -#~ "RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "Utiliza el algoritmo de filtrado rápido para procesar el mapa de " -#~ "radiación. En general, esto da como resultado una menor calidad, pero " -#~ "tiempos de ejecución sustancialmente más rápidos.\n" -#~ "[b]Nota:[/b] El algoritmo de filtrado rápido está limitado a mapas " -#~ "cúbicos de 256x256, por lo que el[member Sky.radiance_size] debe " -#~ "establecerse en [constant Sky.RADIANCE_SIZE_256]." - -#~ msgid "High quality screen space ambient occlusion." -#~ msgstr "Oclusión ambiental del espacio de la pantalla de alta calidad." - -#~ msgid "" -#~ "Lowest quality DOF blur. This is the fastest setting, but you may be able " -#~ "to see filtering artifacts." -#~ msgstr "" -#~ "El difuminado DOF de más baja calidad. Este es el ajuste más rápido, pero " -#~ "es posible que puedas ver los artefactos de filtrado." - -#~ msgid "Low quality DOF blur." -#~ msgstr "Difuminado DOF de baja calidad." - -#~ msgid "Medium quality DOF blur." -#~ msgstr "Difuminado DOF de calidad media." - -#~ msgid "" -#~ "Highest quality DOF blur. Results in the smoothest looking blur by taking " -#~ "the most samples, but is also significantly slower." -#~ msgstr "" -#~ "El difuminado DOF de más alta calidad. Da como resultado el desenfoque de " -#~ "aspecto más suave al tomar la mayor cantidad de muestras, pero también es " -#~ "significativamente más lento." - -#~ msgid "" -#~ "Calculate the DOF blur using a box filter. The fastest option, but " -#~ "results in obvious lines in blur pattern." -#~ msgstr "" -#~ "Calcula el difuminado DOF usando un filtro de caja. La opción más rápida, " -#~ "pero resulta en líneas obvias en el patrón de borrosidad." - -#~ msgid "Calculates DOF blur using a hexagon shaped filter." -#~ msgstr "Calcula la difuminación DOF usando un filtro con forma de hexágono." - -#~ msgid "" -#~ "Calculates DOF blur using a circle shaped filter. Best quality and most " -#~ "realistic, but slowest. Use only for areas where a lot of performance can " -#~ "be dedicated to post-processing (e.g. cutscenes)." -#~ msgstr "" -#~ "Calcula el difuminado DOF usando un filtro en forma de círculo. La mejor " -#~ "calidad y la más realista, pero la más lenta. Utilízalo sólo para áreas " -#~ "donde se pueda dedicar mucho rendimiento al post-procesamiento (por " -#~ "ejemplo, las escenas de corte)." - -#~ msgid "The instance is a decal." -#~ msgstr "La instancia es una calcomanía." - -#~ msgid "Allows the instance to be used with dynamic global illumination." -#~ msgstr "Permite utilizar la instancia con iluminación global dinámica." - -#~ msgid "Uses the default filter mode for this [Viewport]." -#~ msgstr "Utiliza el modo de filtro predeterminado para este [Viewport]." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps." -#~ msgstr "" -#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre " -#~ "los 2 mipmaps más cercanos." - -#~ msgid "Max value for [enum CanvasItemTextureFilter] enum." -#~ msgstr "Valor máximo para enum [enum CanvasItemTextureFilter]." - -#~ msgid "Uses the default repeat mode for this [Viewport]." -#~ msgstr "Utiliza el modo de repetición predeterminado para este [Viewport]." - -#~ msgid "" -#~ "Disables textures repeating. Instead, when reading UVs outside the 0-1 " -#~ "range, the value will be clamped to the edge of the texture, resulting in " -#~ "a stretched out look at the borders of the texture." -#~ msgstr "" -#~ "Desactiva la repetición de texturas. En cambio, al leer los UVs fuera del " -#~ "rango de 0-1, el valor se fijará en el borde de la textura, resultando en " -#~ "una mirada alargada en los bordes de la textura." - -#~ msgid "" -#~ "Flip the texture when repeating so that the edge lines up instead of " -#~ "abruptly changing." -#~ msgstr "" -#~ "Voltea la textura cuando se repite para que el borde esté alineado en " -#~ "lugar de que cambie abruptamente." - -#~ msgid "Max value for [enum CanvasItemTextureRepeat] enum." -#~ msgstr "Valor máximo para enum rar [enum CanvasItemTextureRepeat]." - -#~ msgid "Max value of the [enum CanvasLightShadowFilter] enum." -#~ msgstr "Valor máximo del enum [enum CanvasLightShadowFilter]." - -#~ msgid "The name of the resource. This is an optional identifier." -#~ msgstr "El nombre del recurso. Este es un identificador opcional." - -#~ msgid "" -#~ "Returns the resource loaded by [method load_threaded_request].\n" -#~ "If this is called before the loading thread is done (i.e. [method " -#~ "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the " -#~ "calling thread will be blocked until the resource has finished loading." -#~ msgstr "" -#~ "Devuelve el recurso cargado por [method load_threaded_request].\n" -#~ "Si esto se llama antes de que se haga el hilo de carga (es decir, [method " -#~ "load_threaded_get_status] no es [constant THREAD_LOAD_LOAD]), el hilo de " -#~ "llamada se bloqueará hasta que el recurso haya terminado de cargarse." - -#~ msgid "" -#~ "Returns the status of a threaded loading operation started with [method " -#~ "load_threaded_request] for the resource at [code]path[/code]. See [enum " -#~ "ThreadLoadStatus] for possible return values.\n" -#~ "An array variable can optionally be passed via [code]progress[/code], and " -#~ "will return a one-element array containing the percentage of completion " -#~ "of the threaded loading." -#~ msgstr "" -#~ "Devuelve el estado de una operación de carga de hilos iniciada con " -#~ "[method load_threaded_request] para el recurso en [code]path[/code]. " -#~ "Consulta [enum ThreadLoadStatus] para los posibles valores de retorno.\n" -#~ "Una variable del array puede ser pasada opcionalmente a través de " -#~ "[code]progress[/code], y devolverá un array de un elemento que contiene " -#~ "el porcentaje de finalización de la carga de hilos." - -#~ msgid "" -#~ "Loads the resource using threads. If [code]use_sub_threads[/code] is " -#~ "[code]true[/code], multiple threads will be used to load the resource, " -#~ "which makes loading faster, but may affect the main thread (and thus " -#~ "cause game slowdowns)." -#~ msgstr "" -#~ "Carga el recurso usando hilos. Si [code]use_sub_threads[/code] es " -#~ "[code]true[/code], se usarán múltiples hilos para cargar el recurso, lo " -#~ "que hace que la carga sea más rápida, pero puede afectar al hilo " -#~ "principal (y por lo tanto, causar retrasos en el juego)." - -#~ msgid "" -#~ "The resource is invalid, or has not been loaded with [method " -#~ "load_threaded_request]." -#~ msgstr "" -#~ "El recurso es inválido, o no ha sido cargado con [method " -#~ "load_threaded_request]." - -#~ msgid "The resource is still being loaded." -#~ msgstr "El recurso todavía se está cargando." - -#~ msgid "Some error occurred during loading and it failed." -#~ msgstr "Se produjo algún error durante la carga y falló." - -#~ msgid "" -#~ "The resource was loaded successfully and can be accessed via [method " -#~ "load_threaded_get]." -#~ msgstr "" -#~ "El recurso se cargó con éxito y se puede acceder a él a través del " -#~ "[method load_threaded_get]." - -#~ msgid "" -#~ "Rich text can contain custom text, fonts, images and some basic " -#~ "formatting. The label manages these as an internal tag stack. It also " -#~ "adapts itself to given width/heights.\n" -#~ "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " -#~ "reconstruct it from the property's contents. Any edits made to [member " -#~ "bbcode_text] will erase previous edits made from other manual sources " -#~ "such as [method append_bbcode] and the [code]push_*[/code] / [method pop] " -#~ "methods." -#~ msgstr "" -#~ "El texto enriquecido puede contener texto personalizado, fuentes, " -#~ "imágenes y algún formato básico. La etiqueta los maneja como una pila de " -#~ "etiquetas internas. También se adapta a un ancho/alto determinado.\n" -#~ "[b]Nota:[/b] Las asignaciones a [member bbcode_text] borran la pila de " -#~ "etiquetas y la reconstruyen a partir del contenido de la propiedad. " -#~ "Cualquier edición realizada a [member bbcode_text] borrará las ediciones " -#~ "anteriores realizadas desde otras fuentes manuales como [method " -#~ "append_bbcode] y los métodos [code]push_*[/code] / [method pop]." - -#~ msgid "" -#~ "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. " -#~ "Returns the result of the parsing, [constant OK] if successful." -#~ msgstr "" -#~ "Analiza [code]bbcode[/code] y añade etiquetas a la pila de etiquetas " -#~ "según sea necesario. Devuelve el resultado del análisis, [constant OK] si " -#~ "tiene éxito." - -#~ msgid "" -#~ "The restricted number of characters to display in the label. If [code]-1[/" -#~ "code], all characters will be displayed." -#~ msgstr "" -#~ "El número restringido de caracteres a mostrar en la etiqueta. Si " -#~ "[code]-1[/code], se mostrarán todos los caracteres." - -#~ msgid "" -#~ "If [code]true[/code], the body can enter sleep mode when there is no " -#~ "movement. See [member sleeping]." -#~ msgstr "" -#~ "Si es [code]true[/code], el cuerpo puede entrar el modo inactivo cuando " -#~ "no hay movimiento. Véase [member sleeping]." - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member " -#~ "contact_monitor] se establezca en [code]true[/code] y que [member " -#~ "contacts_reported] se establezca lo suficientemente alto para detectar " -#~ "todas las colisiones." - -#~ msgid "" -#~ "Emitted when a body exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "Emitido cuando un cuerpo sale del contacto con éste. Requiere que [member " -#~ "contact_monitor] se establezca en [code]true[/code] y que [member " -#~ "contacts_reported] se establezca lo suficientemente alto para detectar " -#~ "todas las colisiones." - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "Emitido cuando un cuerpo entra en contacto con éste. Informa de la " -#~ "información de la forma de colisión. Ver [CollisionObject2D] para " -#~ "información sobre el índice de forma. Requiere que [member " -#~ "contact_monitor] se establezca en [code]true[/code] y que [member " -#~ "contacts_reported] se establezca lo suficientemente alto para detectar " -#~ "todas las colisiones." - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "Emitida cuando una forma corporal sale del contacto con ésta. Informa de " -#~ "la información de la forma de colisión. Ver [CollisionObject2D] para " -#~ "información sobre el índice de la forma. Requiere que [member " -#~ "contact_monitor] se establezca en [code]true[/code] y que [member " -#~ "contacts_reported] se establezca a un nivel suficientemente alto para " -#~ "detectar todas las colisiones." - -#~ msgid "Damps RigidBody3D's rotational forces." -#~ msgstr "Amortigua las fuerzas de rotación de RigidBody3D." - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "Emitida cuando una forma corporal sale del contacto con ésta. Requiere " -#~ "que [member contact_monitor] se establezca en [code]true[/code] y que " -#~ "[member contacts_reported] se establezca lo suficientemente alto para " -#~ "detectar todas las colisiones." - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions.\n" -#~ "This signal not only receives the body that stopped colliding with this " -#~ "one, but also its [RID] ([code]body_id[/code]), the shape index from the " -#~ "colliding body ([code]body_shape[/code]), and the shape index from this " -#~ "body ([code]local_shape[/code]) the other body stopped colliding with." -#~ msgstr "" -#~ "Emitida cuando una forma corporal sale del contacto con ésta. Requiere " -#~ "que [member contact_monitor] se establezca en [code]true[/code] y que " -#~ "[member contacts_reported] se establezca lo suficientemente alto para " -#~ "detectar todas las colisiones.\n" -#~ "Esta señal no sólo recibe el cuerpo que dejó de colisionar con éste, sino " -#~ "también su [RID] ([code]body_id[/code]), el índice de forma del cuerpo " -#~ "que colisionó ([code]body_shape[/code]), y el índice de forma de este " -#~ "cuerpo ([code]local_shape[/code]) con el que el otro cuerpo dejó de " -#~ "colisionar." - -#~ msgid "Calls [code]method[/code] on each member of the given group." -#~ msgstr "Llama a [code]method[/code] a cada miembro del grupo dado." - -#~ msgid "" -#~ "Calls [code]method[/code] on each member of the given group, respecting " -#~ "the given [enum GroupCallFlags]." -#~ msgstr "" -#~ "Llama a [code]method[/code] a cada miembro del grupo dado, respetando el " -#~ "[enum GroupCallFlags] dado." - -#~ msgid "Lowers the [Semaphore], allowing one more thread in." -#~ msgstr "Baja el [Semaphore], permitiendo que entre un hilo más." - -#~ msgid "" -#~ "Like [method wait], but won't block, so if the value is zero, fails " -#~ "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -#~ "[constant OK] to report success." -#~ msgstr "" -#~ "Como [method wait], pero no se bloquea, así que si el valor es cero, " -#~ "falla inmediatamente y devuelve [constant ERR_BUSY]. Si es distinto de " -#~ "cero, devuelve [constant OK] para informar del éxito." - -#~ msgid "" -#~ "Waits for the [Semaphore], if its value is zero, blocks until non-zero." -#~ msgstr "" -#~ "Espera al [Semaphore], si su valor es cero, bloquea hasta que no sea cero." - -#~ msgid "" -#~ "Mode used for drawing skies. Only works with shaders attached to [Sky] " -#~ "objects." -#~ msgstr "" -#~ "El modo utilizado para dibujar los cielos. Sólo funciona con los shaders " -#~ "adheridos a los objetos [Sky]." - -#~ msgid "Class representing a signal defined in an object." -#~ msgstr "Clase que representa una señal definida en un objeto." - -#~ msgid "" -#~ "Connects this signal to the specified [Callable], optionally providing " -#~ "binds and connection flags." -#~ msgstr "" -#~ "Conecta esta señal a la [Callable] especificada, proporcionando " -#~ "opcionalmente uniones y flags de conexión." - -#~ msgid "Disconnects this signal from the specified [Callable]." -#~ msgstr "Desconecta esta señal de la [Callable] especificada." - -#~ msgid "Emits this signal to all connected objects." -#~ msgstr "Emite esta señal a todos los objetos conectados." - -#~ msgid "Returns the list of [Callable]s connected to this signal." -#~ msgstr "Devuelve la lista de los [Callable]s conectados a esta señal." - -#~ msgid "Returns the object emitting this signal." -#~ msgstr "Devuelve el objeto que emite esta señal." - -#~ msgid "" -#~ "Returns the ID of the object emitting this signal (see [method Object." -#~ "get_instance_id])." -#~ msgstr "" -#~ "Devuelve el ID del objeto que emite esta señal (ver [method Object." -#~ "get_instance_id])." - -#~ msgid "" -#~ "Returns [code]true[/code] if the specified [Callable] is connected to " -#~ "this signal." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si el [Callable] especificado está conectado a " -#~ "esta señal." - -#~ msgid "" -#~ "Takes the given bone pose/transform and converts it to a world transform, " -#~ "relative to the [Skeleton3D] node.\n" -#~ "This is useful for using the bone transform in calculations with " -#~ "transforms from [Node3D]-based nodes." -#~ msgstr "" -#~ "Toma la pose/transformación del hueso dado y lo convierte en una " -#~ "transformación del mundo, en relación con el nodo [Skeleton3D].\n" -#~ "Esto es útil para usar la transformación ósea en los cálculos con las " -#~ "transformaciones de los nodos basados en [Node3D]." - -#~ msgid "Removes the global pose override on all bones in the skeleton." -#~ msgstr "" -#~ "Elimina la sobreescritura de la pose global en todos los huesos del " -#~ "esqueleto." - -#~ msgid "" -#~ "Returns whether the bone rest for the bone at [code]bone_idx[/code] is " -#~ "disabled." -#~ msgstr "" -#~ "Devuelve si el reposo del hueso en [code]bone_idx[/code] está desactivado." - -#~ msgid "Returns all bones in the skeleton to their rest poses." -#~ msgstr "" -#~ "Devuelve todos los huesos del esqueleto a sus posiciones de descanso." - -#~ msgid "" -#~ "Adds a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "Añade una excepción de colisión al hueso físico.\n" -#~ "Funciona igual que el nodo [RigidBody3D]." - -#~ msgid "" -#~ "Removes a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "Elimina una excepción de colisión en el hueso físico.\n" -#~ "Funciona igual que el nodo [RigidBody3D]." - -#~ msgid "" -#~ "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " -#~ "reacting to the physics world.\n" -#~ "Optionally, a list of bone names can be passed-in, allowing only the " -#~ "passed-in bones to be simulated." -#~ msgstr "" -#~ "Le dice a los nodos [PhysicalBone3D] del Esqueleto que empiecen a simular " -#~ "y reaccionar al mundo de la física.\n" -#~ "Opcionalmente, se puede pasar una lista de nombres de huesos, permitiendo " -#~ "que sólo los huesos pasados sean simulados." - -#~ msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." -#~ msgstr "" -#~ "Le dice a los nodos [PhysicalBone3D] del esqueleto que dejen de simular." - -#~ msgid "Binds the given Skin to the Skeleton." -#~ msgstr "Une la piel dada al esqueleto." - -#~ msgid "" -#~ "Sets the custom pose transform, [code]custom_pose[/code], for the bone at " -#~ "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "Establece la transformación de la pose personalizada, [code]custom_pose[/" -#~ "code], para el hueso en [code]bone_idx[/code]. Esta pose es una adición a " -#~ "la pose de reposo del hueso.\n" -#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio " -#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una " -#~ "transformación del mundo, como la que puedes obtener de un [Node3D], al " -#~ "espacio óseo." - -#~ msgid "" -#~ "Disables the rest pose for the bone at [code]bone_idx[/code] if " -#~ "[code]true[/code], enables the bone rest if [code]false[/code]." -#~ msgstr "" -#~ "Desactiva la pose de descanso para el hueso en [code]bone_idx[/code] si " -#~ "[code]true[/code], activa el descanso del hueso si [code]false[/code]." - -#~ msgid "" -#~ "Sets the global pose transform, [code]pose[/code], for the bone at " -#~ "[code]bone_idx[/code].\n" -#~ "[code]amount[/code] is the interpolation strength that will be used when " -#~ "applying the pose, and [code]persistent[/code] determines if the applied " -#~ "pose will remain.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "Establece la transformación global de la pose, [code]pose[/code], para el " -#~ "hueso en [code]bone_idx[/code].\n" -#~ "[code]amount[/code] es la fuerza de interpolación que se utilizará al " -#~ "aplicar la pose, y [code]persistent[/code] determina si la pose aplicada " -#~ "permanecerá.\n" -#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio " -#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una " -#~ "transformación del mundo, como la que puedes obtener de un [Node3D], al " -#~ "espacio óseo." - -#~ msgid "" -#~ "Sets the pose transform for bone [code]bone_idx[/code].\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "Establece la transformación de la pose para el hueso [code]bone_idx[/" -#~ "code].\n" -#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio " -#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una " -#~ "transformación en un mundo, como la que puedes obtener de un [Node3D], en " -#~ "espacio de origen óseo." - -#~ msgid "" -#~ "Unparents the bone at [code]bone_idx[/code] and sets its rest position to " -#~ "that of it's parent prior to being reset." -#~ msgstr "" -#~ "Despareja con su padre el hueso en [code]bone_idx[/code] y fija su " -#~ "posición de reposo a la de su padre antes de ser reajustado." - -#~ msgid "" -#~ "Takes the given world transform, relative to the [Skeleton3D], and " -#~ "converts it to a bone pose/transform.\n" -#~ "This is useful for using setting bone poses using transforms from " -#~ "[Node3D]-based nodes." -#~ msgstr "" -#~ "Toma la transformación del mundo dado, en relación con el [Skeleton3D], y " -#~ "lo convierte en una postura/transformación de hueso.\n" -#~ "Esto es útil para usar las poses óseas de ajuste usando las " -#~ "transformaciones de los nodos basados en [Node3D]." - -#~ msgid "Background that uses a [Material] to draw a sky." -#~ msgstr "Fondo que utiliza un [Material] para dibujar un cielo." - -#~ msgid "" -#~ "The [Sky] class uses a [Material] to draw the background and update the " -#~ "reflection/radiance cubemaps." -#~ msgstr "" -#~ "La clase [Sky] utiliza un [Material] para dibujar el fondo y actualizar " -#~ "los mapas de cubo de reflexión/radiación." - -#~ msgid "" -#~ "Sets the method for generating the radiance map from the sky. The " -#~ "radiance map is a cubemap with increasingly blurry versions of the sky " -#~ "corresponding to different levels of roughness. Radiance maps can be " -#~ "expensive to calculate. See [enum ProcessMode] for options." -#~ msgstr "" -#~ "Establece el método para generar el mapa de radiación del cielo. El mapa " -#~ "de resplandor es un mapa cúbico con versiones cada vez más borrosas del " -#~ "cielo que corresponden a diferentes niveles de rugosidad. Los mapas de " -#~ "radiación pueden ser costosos de calcular. Ver [enum ProcessMode] para " -#~ "las opciones." - -#~ msgid "" -#~ "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " -#~ "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a " -#~ "[ShaderMaterial] if you want to use your own custom shader." -#~ msgstr "" -#~ "[Material] utilizado para dibujar el fondo. Puede ser " -#~ "[PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial], o " -#~ "incluso un [ShaderMaterial] si quieres usar tu propio shader " -#~ "personalizado." - -#~ msgid "Radiance texture size is 1024×1024 pixels." -#~ msgstr "El tamaño de la textura del resplandor es de 1024×1024 píxeles." - -#~ msgid "Radiance texture size is 2048×2048 pixels." -#~ msgstr "El tamaño de la textura del resplandor es de 2048×2048 píxeles." - -#~ msgid "" -#~ "Automatically selects the appropriate process mode based on your sky " -#~ "shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], " -#~ "this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any " -#~ "of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses " -#~ "[constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to " -#~ "[constant PROCESS_MODE_QUALITY]." -#~ msgstr "" -#~ "Selecciona automáticamente el modo de proceso apropiado basado en tu " -#~ "shader del cielo. Si tu sombreador usa [code]TIME[/code] o " -#~ "[code]POSITION[/code], este usará [constant PROCESS_MODE_REALTIME]. Si tu " -#~ "shader usa cualquiera de las variables [code]LIGHT_*[/code] o cualquier " -#~ "uniforme personalizado, este usará [constant PROCESS_MODE_INCREMENTAL]. " -#~ "De lo contrario, esto utiliza por defecto [constant PROCESS_MODE_QUALITY]." - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant " -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "Utiliza un muestreo de importancia de alta calidad para procesar el mapa " -#~ "de resplandor. En general, esto resulta en una calidad mucho más alta que " -#~ "[constant PROCESS_MODE_REALTIME] pero toma mucho más tiempo en generarse. " -#~ "Esto no debe ser usado si planeas cambiar el cielo en tiempo de " -#~ "ejecución. Si encuentra que el reflejo no es lo suficientemente borroso y " -#~ "está mostrando destellos o luciérnagas, intente incrementar [member " -#~ "ProjectSettings.rendering/quality/reflections/ggx_samples]." - -#~ msgid "" -#~ "Uses the same high quality importance sampling to process the radiance " -#~ "map as [constant PROCESS_MODE_QUALITY], but updates over several frames. " -#~ "The number of frames is determined by [member ProjectSettings.rendering/" -#~ "quality/reflections/roughness_layers]. Use this when you need highest " -#~ "quality radiance maps, but have a sky that updates slowly." -#~ msgstr "" -#~ "Utiliza el mismo muestreo de alta calidad e importancia para procesar el " -#~ "mapa de resplandor que [constant PROCESS_MODE_QUALITY], pero se actualiza " -#~ "en varios fotogramas. El número de cuadros se determina por [member " -#~ "ProjectSettings.rendering/quality/reflections/roughness_layers]. " -#~ "Utilícelo cuando necesite mapas de resplandor de la más alta calidad, " -#~ "pero tenga un cielo que se actualiza lentamente." - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times. If you " -#~ "need better quality, but still need to update the sky every frame, " -#~ "consider turning on [member ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality].\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "Utiliza el algoritmo de filtrado rápido para procesar el mapa de " -#~ "radiación. En general, esto da como resultado una menor calidad, pero " -#~ "tiempos de ejecución sustancialmente más rápidos. Si necesita una mejor " -#~ "calidad, pero aún así necesita actualizar el cielo cada cuadro, considere " -#~ "activar [member ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality].\n" -#~ "[b]Nota:[/b] El algoritmo de filtrado rápido está limitado a mapas " -#~ "cúbicos de 256x256, por lo que [member radiance_size] debe estar " -#~ "configurado a [constant RADIANCE_SIZE_256]." - -#~ msgid "The physics layers this SoftBody3D scans for collisions." -#~ msgstr "" -#~ "Las capas de física que este SoftBody3D escanea en busca de colisiones." - -#~ msgid "" -#~ "A Spotlight is a type of [Light3D] node that emits lights in a specific " -#~ "direction, in the shape of a cone. The light is attenuated through the " -#~ "distance. This attenuation can be configured by changing the energy, " -#~ "radius and attenuation parameters of [Light3D]." -#~ msgstr "" -#~ "Un Foco es un tipo de nodo [Light3D] que emite luces en una dirección " -#~ "específica, en forma de cono. La luz se atenúa a través de la distancia. " -#~ "Esta atenuación puede ser configurada cambiando la energía, el radio y " -#~ "los parámetros de atenuación de [Light3D]." - -#~ msgid "The layers against which the collision check shall be done." -#~ msgstr "Las capas contra las que se comprobará la colisión." - -#~ msgid "Strength of the specular light effect of this [Sprite2D]." -#~ msgstr "La fuerza del efecto de la luz especular de este [Sprite2D]." - -#~ msgid "The specular map is used for more control on the shininess effect." -#~ msgstr "" -#~ "El mapa especular se utiliza para un mayor control del efecto de brillo." - -#~ msgid "" -#~ "A node that displays a 2D texture in a 3D environment. The texture " -#~ "displayed can be a region from a larger atlas texture, or a frame from a " -#~ "sprite sheet animation.\n" -#~ "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/" -#~ "issues/20855]known performance issues[/url] when using [Sprite3D]. " -#~ "Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. " -#~ "You can still have billboarding by enabling billboard properties in the " -#~ "QuadMesh's [StandardMaterial3D]." -#~ msgstr "" -#~ "Un nodo que muestra una textura 2D en un entorno 3D. La textura mostrada " -#~ "puede ser una región de una textura de atlas más grande, o un cuadro de " -#~ "una animación de hoja de sprite.\n" -#~ "[b]Nota:[/b] Hay [url=https://github.com/godotengine/godot/" -#~ "issues/20855]problemas de rendimiento conocidos[/url] cuando se usa " -#~ "[Sprite3D]. Considera el uso de un [MeshInstance3D] con un [QuadMesh] " -#~ "como malla en su lugar. Todavía puedes tener carteleras al habilitar las " -#~ "propiedades de las carteleras en el [StandardMaterial3D] de la QuadMesh." - -#~ msgid "" -#~ "Sprite frame library for [AnimatedSprite2D]. Contains frames and " -#~ "animation data for playback." -#~ msgstr "" -#~ "Biblioteca de fotogramas de Sprite para [AnimatedSprite2D]. Contiene " -#~ "fotogramas y datos de animación para su reproducción." - -#~ msgid "If [code]true[/code], the given animation will loop." -#~ msgstr "Si [code]true[/code], la animación dada se repetirá." - -#~ msgid "" -#~ "Disables Nagle's algorithm to improve latency for small packets.\n" -#~ "[b]Note:[/b] For applications that send large packets or need to transfer " -#~ "a lot of data, this can decrease the total available bandwidth." -#~ msgstr "" -#~ "Desactiva el algoritmo de Nagle para mejorar la latencia de los paquetes " -#~ "pequeños.\n" -#~ "[b]Nota:[/b] Para las aplicaciones que envían grandes paquetes o " -#~ "necesitan transferir muchos datos, esto puede disminuir el ancho de banda " -#~ "total disponible." - -#~ msgid "Constructs a new String from the given [Vector2i]." -#~ msgstr "Construye una nueva String a partir del [Vector2i] dado." - -#~ msgid "Constructs a new String from the given [Rect2i]." -#~ msgstr "Construye una nueva String a partir del [Rect2i] dado." - -#~ msgid "Constructs a new String from the given [Vector3i]." -#~ msgstr "Construye una nueva String a partir del [Vector3i] dado." - -#~ msgid "Constructs a new String from the given [StringName]." -#~ msgstr "Construye una nueva String a partir del [StringName] dado." - -#~ msgid "Constructs a new String from the given [Callable]." -#~ msgstr "Construye una nueva String a partir del dado [Callable]." - -#~ msgid "Constructs a new String from the given [Signal]." -#~ msgstr "Construye una nueva String a partir de la [Signal] dada." - -#~ msgid "Constructs a new String from the given [PackedInt32Array]." -#~ msgstr "Construye un nuevo String a partir del [PackedInt32Array] dado." - -#~ msgid "Constructs a new String from the given [PackedInt64Array]." -#~ msgstr "Construye un nuevo String a partir del [PackedInt64Array] dado." - -#~ msgid "Constructs a new String from the given [PackedFloat32Array]." -#~ msgstr "Construye una nueva String a partir del [PackedFloat32Array] dado." - -#~ msgid "Constructs a new String from the given [PackedFloat64Array]." -#~ msgstr "Construye una nueva String a partir del [PackedFloat64Array] dado." - -#~ msgid "" -#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/" -#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if " -#~ "equal." -#~ msgstr "" -#~ "Realiza una comparación entre mayúsculas y minúsculas con otra string. " -#~ "Devuelve [code]-1[/code] si es menor, [code]+1[/code] si es mayor, o " -#~ "[code]0[/code] si es igual." - -#~ msgid "" -#~ "Returns the index of the [b]first[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the end of the " -#~ "string." -#~ msgstr "" -#~ "Devuelve el índice de la [b]primera[/b] ocurrencia sin mayúsculas y " -#~ "minúsculas de la string especificada en este caso, o [code]-1[/code]. " -#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, " -#~ "continuando hasta el final de la string." - -#~ msgid "If the string is a valid file path, returns the extension." -#~ msgstr "Si la string es una ruta de archivo válida, devuelve la extensión." - -#~ msgid "" -#~ "Returns [code]true[/code] if this string contains a valid IP address." -#~ msgstr "" -#~ "Devuelve [code]true[/code] si esta string contiene una dirección IP " -#~ "válida." - -#~ msgid "" -#~ "Return a [String] which is the concatenation of the [code]parts[/code]. " -#~ "The separator between elements is the string providing this method.\n" -#~ "Example:\n" -#~ "[codeblock]\n" -#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve una [String] que es la concatenación de las [code]parts[/code]. " -#~ "El separador entre elementos es la string que proporciona este método.\n" -#~ "Ejemplo:\n" -#~ "[codeblock]\n" -#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" -#~ "[/codeblock]" - -#~ msgid "Returns a copy of the string with characters removed from the left." -#~ msgstr "" -#~ "Devuelve una copia de la string con los caracteres eliminados de la " -#~ "izquierda." - -#~ msgid "" -#~ "Performs a case-insensitive comparison to another string. Returns " -#~ "[code]-1[/code] if less than, [code]+1[/code] if greater than, or " -#~ "[code]0[/code] if equal." -#~ msgstr "" -#~ "Realiza una comparación sin tener en cuenta las mayúsculas y minúsculas " -#~ "con otra string. Devuelve [code]-1[/code] si es menor, [code]+1[/code] si " -#~ "es mayor, o [code]0[/code] si es igual." - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-sensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "Devuelve el índice de la [b]última[/b] ocurrencia en mayúsculas y " -#~ "minúsculas de la string especificada en este caso, o [code]-1[/code]. " -#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, " -#~ "continuando hasta el comienzo de la string." - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "Devuelve el índice de la [b]última[/b] ocurrencia insensible a mayúsculas " -#~ "y minúsculas de la cadena especificada en este caso, o [code]-1[/code]. " -#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, " -#~ "continuando hasta el principio de la string." - -#~ msgid "Returns a copy of the string with characters removed from the right." -#~ msgstr "" -#~ "Devuelve una copia de la string con los caracteres eliminados de la " -#~ "derecha." - -#~ msgid "An optimized string type for unique names." -#~ msgstr "Un tipo de string optimizada para nombres únicos." - -#~ msgid "" -#~ "[StringName]s are immutable strings designed for general-purpose " -#~ "represention of unique names. [StringName] ensures that only one instance " -#~ "of a given name exists (so two [StringName]s with the same value are the " -#~ "same object). Comparing them is much faster than with regular [String]s, " -#~ "because only the pointers are compared, not the whole strings." -#~ msgstr "" -#~ "Los [StringName] son strings inmutables diseñadas para la representación " -#~ "de nombres únicos con fines generales. [StringName] asegura que sólo " -#~ "existe una instancia de un nombre dado (por lo que dos [StringName] con " -#~ "el mismo valor son el mismo objeto). La comparación es mucho más rápida " -#~ "que con las [String]s normales, porque sólo se comparan los punteros, no " -#~ "las strings completas." - -#~ msgid "Creates a new [StringName] from the given [String]." -#~ msgstr "Crea un nuevo [StringName] a partir del [String] dado." - -#~ msgid "The width and height of the sub-viewport." -#~ msgstr "El ancho y la altura del sub-viewport." - -#~ msgid "" -#~ "The 2D size override of the sub-viewport. If either the width or height " -#~ "is [code]0[/code], the override is disabled." -#~ msgstr "" -#~ "La sobrescritura del tamaño 2D del sub-viewport. Si el ancho o la altura " -#~ "es [code]0[/code], la sobrescritura está desactivada." - -#~ msgid "Update the render target only when the its parent is visible." -#~ msgstr "" -#~ "Actualice el objetivo de renderización sólo cuando su padre sea visible." - -#~ msgid "Specifies a [Color] for the next vertex to use." -#~ msgstr "Especifica un [Color] para el siguiente vértice a utilizar." - -#~ msgid "Specifies a normal for the next vertex to use." -#~ msgstr "Especifica una normal para el próximo vértice a utilizar." - -#~ msgid "Specifies a tangent for the next vertex to use." -#~ msgstr "Especifica una tangente para el siguiente vértice a utilizar." - -#~ msgid "Specifies a set of UV coordinates to use for the next vertex." -#~ msgstr "" -#~ "Especifica un conjunto de coordenadas UV para usar en el próximo vértice." - -#~ msgid "" -#~ "Specifies an optional second set of UV coordinates to use for the next " -#~ "vertex." -#~ msgstr "" -#~ "Especifica un segundo conjunto opcional de coordenadas UV para usar en el " -#~ "próximo vértice." - -#~ msgid "" -#~ "Specifies weight values for next vertex to use. [code]weights[/code] must " -#~ "contain 4 values." -#~ msgstr "" -#~ "Especifica los valores de peso para el próximo vértice a utilizar. El " -#~ "[code]weights[/code] debe contener 4 valores." - -#~ msgid "" -#~ "Generates normals from vertices so you do not have to do it manually. If " -#~ "[code]flip[/code] is [code]true[/code], the resulting normals will be " -#~ "inverted.\n" -#~ "Requires the primitive type to be set to [constant Mesh." -#~ "PRIMITIVE_TRIANGLES]." -#~ msgstr "" -#~ "Genera normales a partir de los vértices para no tener que hacerlo " -#~ "manualmente. Si [code]flip[/code] es [code]true[/code], las normales " -#~ "resultantes se invertirán.\n" -#~ "Requiere que el tipo primitivo se establezca en [constant Mesh." -#~ "PRIMITIVE_TRIANGLES]." - -#~ msgid "" -#~ "Sets the active tab's [code]visible[/code] property to the value " -#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n" -#~ "Ignores non-[Control] children.\n" -#~ "Individual tabs are always visible unless you use [method " -#~ "set_tab_disabled] and [method set_tab_title] to hide it.\n" -#~ "To hide only a tab's content, nest the content inside a child [Control], " -#~ "so it receives the [TabContainer]'s visibility setting instead." -#~ msgstr "" -#~ "Establece la propiedad [code]visible[/code] de la pestaña activa en el " -#~ "valor [code]true[/code]. Establece todos los demás hijos a [code]false[/" -#~ "code].\n" -#~ "Ignora a los hijos que no son de [Control].\n" -#~ "Las pestañas individuales son siempre visibles a menos que uses [method " -#~ "set_tab_disabled] y [method set_tab_title] para ocultarlo.\n" -#~ "Para ocultar sólo el contenido de una pestaña, anida el contenido dentro " -#~ "de un hijo [Control], de modo que reciba en su lugar el ajuste de " -#~ "visibilidad de [TabContainer]." - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain, unless also removed with [method " -#~ "set_tab_title]." -#~ msgstr "" -#~ "Si [code]disabled[/code] es [code]false[/code], oculta la pestaña en el " -#~ "índice [code]tab_idx[/code].\n" -#~ "[b]Nota:[/b] Su texto del título permanecerá, a menos que también se " -#~ "elimine con [method set_tab_title]." - -#~ msgid "Space between tab's name and its icon." -#~ msgstr "Espacio entre el nombre de la pestaña y su icono." - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain unless it is also removed with " -#~ "[method set_tab_title]." -#~ msgstr "" -#~ "Si [code]disabled[/code] es [code]false[/code], oculta la pestaña en el " -#~ "índice [code]tab_idx[/code].\n" -#~ "[b]Nota:[/b] Su texto del título permanecerá a menos que también se " -#~ "elimine con [method set_tab_title]." - -#~ msgid "" -#~ "Draws the texture using a [CanvasItem] with the [RenderingServer] API." -#~ msgstr "" -#~ "Dibuja la textura utilizando un [CanvasItem] con la API [RenderingServer] " -#~ "en la [code]position[/code] especificada." - -#~ msgid "" -#~ "Draws a part of the texture using a [CanvasItem] with the " -#~ "[RenderingServer] API." -#~ msgstr "" -#~ "Dibuja una parte de la textura usando un [CanvasItem] con la API " -#~ "[RenderingServer]." - -#~ msgid "The theme's default font." -#~ msgstr "La fuente por defecto del tema." - -#~ msgid "" -#~ "Joins the [Thread] and waits for it to finish. Returns what the method " -#~ "called returned." -#~ msgstr "" -#~ "Se une al [Thread] y espera a que termine. Devuelve lo que el método " -#~ "llamado \"devuelve\"." - -#~ msgid "" -#~ "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a " -#~ "list of tiles (textures plus optional collision, navigation, and/or " -#~ "occluder shapes) which are used to create grid-based maps." -#~ msgstr "" -#~ "Nodo para mapas basados en tiles 2D. Los Tilemaps utilizan un [TileSet] " -#~ "que contiene una lista de tiles (texturas más formas opcionales de " -#~ "colisión, navegación y/u oclusión) que se utilizan para crear mapas " -#~ "basados en cuadrículas." - -#~ msgid "" -#~ "Returns the global position corresponding to the given tilemap (grid-" -#~ "based) coordinates.\n" -#~ "Optionally, the tilemap's half offset can be ignored." -#~ msgstr "" -#~ "Devuelve la posición global correspondiente a las coordenadas del tilemap " -#~ "(basado en una cuadrícula).\n" -#~ "Opcionalmente, se puede ignorar la mitad del desplazamiento del tilemap." - -#~ msgid "" -#~ "Returns the tilemap (grid-based) coordinates corresponding to the given " -#~ "local position." -#~ msgstr "" -#~ "Devuelve las coordenadas del tilemap (basadas en la cuadrícula) " -#~ "correspondientes a la posición local dada." - -#~ msgid "The collision layer(s) for all colliders in the TileMap." -#~ msgstr "" -#~ "La(s) capa(s) de colisión para todos los colisionadores del TileMap." - -#~ msgid "The collision mask(s) for all colliders in the TileMap." -#~ msgstr "" -#~ "La(s) máscara(s) de colisión para todos los colisionadores del TileMap." - -#~ msgid "" -#~ "Button for touch screen devices. You can set it to be visible on all " -#~ "screens, or only on touch devices." -#~ msgstr "" -#~ "Botón para dispositivos de pantalla táctil. Puede configurarlo para que " -#~ "sea visible en todas las pantallas, o sólo en los dispositivos táctiles." - -#~ msgid "Returns the current locale of the game." -#~ msgstr "Devuelve el locale actual del juego." - -#~ msgid "Sets the locale of the game." -#~ msgstr "Establece el locale del juego." - -#~ msgid "" -#~ "Returns the column for the currently edited item. This is only available " -#~ "for custom cell mode." -#~ msgstr "" -#~ "Devuelve la columna del artículo actualmente editado. Esto sólo está " -#~ "disponible para el modo de celdas personalizadas." - -#~ msgid "Cell can be checked." -#~ msgstr "La celda puede ser chequeada." - -#~ msgid "" -#~ "Provides UPNP functionality to discover [UPNPDevice]s on the local " -#~ "network and execute commands on them, like managing port mappings (port " -#~ "forwarding) and querying the local and remote network IP address. Note " -#~ "that methods on this class are synchronous and block the calling thread.\n" -#~ "To forward a specific port:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "To close a specific port (e.g. after you have finished using it):\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Funciones de red UPNP. Proporciona la funcionalidad UPNP para descubrir " -#~ "[UPNPDevice]s en la red local y ejecutar comandos en ellos, como la " -#~ "gestión de mapeo de puertos (redireccionamiento de puertos) y la consulta " -#~ "de la dirección IP de la red local y remota. Tenga en cuenta que los " -#~ "métodos de esta clase son síncronos y bloquean el hilo de llamada.\n" -#~ "Para reenviar un puerto específico:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "Para cerrar un puerto específico (por ejemplo, después de haber terminado " -#~ "de usarlo):\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" - -#~ msgid "Vector used for 2D math using floating point coordinates." -#~ msgstr "Vector utilizado para las matemáticas 2D usando coordenadas reales." - -#~ msgid "Constructs a new [Vector2] from [Vector2i]." -#~ msgstr "Construye un nuevo [Vector2] a partir del [Vector2i]." - -#~ msgid "" -#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/" -#~ "code] vector, in radians.\n" -#~ "Equivalent to the result of [method @GDScript.atan2] when called with the " -#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/" -#~ "code]." -#~ msgstr "" -#~ "Devuelve el ángulo de este vector con respecto al eje X, o vector [code]" -#~ "(1, 0)[/code], en radianes.\n" -#~ "Equivalente al resultado de [method @GDScript.atan2] cuando se llama con " -#~ "el vector de [member y] y [miembro x] como parámetros: [code]atan2(y, x)[/" -#~ "code]." - -#~ msgid "Returns the angle to the given vector, in radians." -#~ msgstr "Devuelve el ángulo al vector dado, en radianes." - -#~ msgid "" -#~ "Returns the angle between the line connecting the two points and the X " -#~ "axis, in radians." -#~ msgstr "" -#~ "Devuelve el ángulo entre la línea que conecta los dos puntos y el eje X, " -#~ "en radianes." - -#~ msgid "" -#~ "2-element structure that can be used to represent positions in 2D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector2] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. " -#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "Estructura de 2 elementos que puede ser usada para representar posiciones " -#~ "en el espacio 2D o cualquier otro par de valores numéricos.\n" -#~ "Utiliza coordenadas enteras y por lo tanto es preferible a [Vector2] " -#~ "cuando se requiere una precisión exacta.\n" -#~ "[b]Nota:[/b] En un contexto booleano, un Vector2i evaluará a [code]false[/" -#~ "code] si es igual a [code]Vector2i(0, 0)[/code]. De lo contrario, un " -#~ "Vector2i siempre evaluará a [code]true[/code]." - -#~ msgid "" -#~ "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/" -#~ "code]." -#~ msgstr "" -#~ "Construye un nuevo [Vector2i] a partir del [code]x[/code] y [code]y[/" -#~ "code] dados." - -#~ msgid "" -#~ "Constructs a new [Vector2i] from [Vector2]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "" -#~ "Construye un nuevo [Vector2i] a partir del [Vector2]. Las coordenadas " -#~ "reales serán truncadas." - -#~ msgid "Returns the ratio of [member x] to [member y]." -#~ msgstr "Devuelve la proporción de [member x] a [member y]." - -#~ msgid "" -#~ "Returns the vector with each component set to one or negative one, " -#~ "depending on the signs of the components." -#~ msgstr "" -#~ "Devuelve el vector con cada componente ajustado a uno o negativo, " -#~ "dependiendo de los signos de los componentes." - -#~ msgid "Vector used for 3D math using floating point coordinates." -#~ msgstr "Vector utilizado para las matemáticas 3D usando coordenadas reales." - -#~ msgid "Constructs a new [Vector3] from [Vector3i]." -#~ msgstr "Construye un nuevo [Vector3] a partir del [Vector3i]." - -#~ msgid "" -#~ "3-element structure that can be used to represent positions in 3D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector3] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. " -#~ "Otherwise, a Vector3i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "Estructura de 3 elementos que puede ser usada para representar posiciones " -#~ "en el espacio tridimensional o cualquier otro par de valores numéricos.\n" -#~ "Utiliza coordenadas enteras y por lo tanto es preferible a [Vector3] " -#~ "cuando se requiere una precisión exacta.\n" -#~ "[b]Nota:[/b] En un contexto booleano, un Vector3i evaluará a [code]false[/" -#~ "code] si es igual a [code]Vector3i(0, 0, 0)[/code]. De lo contrario, un " -#~ "Vector3i siempre evaluará a [code]true[/code]." - -#~ msgid "Returns a [Vector3i] with the given components." -#~ msgstr "Devuelve un [Vector3i] con los componentes dados." - -#~ msgid "" -#~ "Constructs a new [Vector3i] from [Vector3]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "" -#~ "Construye un nuevo [Vector3i] a partir del [Vector3]. Las coordenadas " -#~ "reales serán truncadas." - -#~ msgid "Enumerated value for the Z axis." -#~ msgstr "Valor enumerado para el eje Z." - -#~ msgid "The current position of the stream, in seconds." -#~ msgstr "La posición actual del stream, en segundos." - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg " -#~ "Theora[/url] video format with [code].ogv[/code] extension." -#~ msgstr "" -#~ "Recurso [VideoStream] que maneja el formato de video [url=https://www." -#~ "theora.org/]Ogg Theora[/url] con la extensión [code].ogv[/code]." - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.webmproject." -#~ "org/]WebM[/url] video format with [code].webm[/code] extension." -#~ msgstr "" -#~ "Recurso [VideoStream] que maneja el formato de video [url=https://www." -#~ "webmproject.org/]WebM[/url] con la extensión [code].webm[/code]." - -#~ msgid "" -#~ "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureFilter] for options." -#~ msgstr "" -#~ "Establece el modo de filtro por defecto utilizado por [CanvasItem]s en " -#~ "este Viewport. Consulte [enum DefaultCanvasItemTextureFilter] para " -#~ "conocer las opciones." - -#~ msgid "" -#~ "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureRepeat] for options." -#~ msgstr "" -#~ "Establece el modo de repetición por defecto utilizado por [CanvasItem]s " -#~ "en este Viewport. Ver [enum DefaultCanvasItemTextureRepeat] para las " -#~ "opciones." - -#~ msgid "" -#~ "Sets the screen-space antialiasing method used. Screen-space antialiasing " -#~ "works by selectively blurring edges in a post-process shader. It differs " -#~ "from MSAA which takes multiple coverage samples while rendering objects. " -#~ "Screen-space AA methods are typically faster than MSAA and will smooth " -#~ "out specular aliasing, but tend to make scenes appear blurry." -#~ msgstr "" -#~ "Establece el método de antialiasing del espacio de pantalla utilizado. El " -#~ "antialiasing del espacio de pantalla funciona difuminando los bordes de " -#~ "forma selectiva en un sombreador de post-proceso. Difiere del MSAA que " -#~ "toma múltiples muestras de cobertura mientras renderiza los objetos. Los " -#~ "métodos de AA en el espacio de la pantalla suelen ser más rápidos que los " -#~ "de la MSAA y suavizan el aliasing especular, pero tienden a hacer que las " -#~ "escenas aparezcan borrosas." - -#~ msgid "Represents the size of the [enum MSAA] enum." -#~ msgstr "Representa el tamaño del enum [enum MSAA]." - -#~ msgid "Do not perform any antialiasing in the full screen post-process." -#~ msgstr "" -#~ "No realice ningún antialiasing en el post-proceso de pantalla completa." - -#~ msgid "Represents the size of the [enum ScreenSpaceAA] enum." -#~ msgstr "Representa el tamaño del enum [enum ScreenSpaceAA]." - -#~ msgid "" -#~ "Draws the screen-space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "Dibuja la textura de oclusión ambiental del espacio de la pantalla en " -#~ "lugar de la escena para que puedas ver claramente cómo está afectando a " -#~ "los objetos. Para que este modo de visualización funcione, debe tener " -#~ "[member Environment.ssao_enabled] establecido en su [WorldEnvironment]." - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order, they will " -#~ "be colored red, green, blue, and yellow." -#~ msgstr "" -#~ "Coloca cada división PSSM para los [DirectionalLight3D] de la escena un " -#~ "color diferente para que puedas ver dónde están las divisiones. En orden, " -#~ "serán de color rojo, verde, azul y amarillo." - -#~ msgid "" -#~ "Draws the decal atlas used by [Decal]s and light projector textures in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "Dibuja el atlas de decal usado por los [Decal]s y las texturas de los " -#~ "proyectores de luz en el cuadrante superior izquierdo del [Viewport]." - -#~ msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." -#~ msgstr "Valor máximo para enum [enum DefaultCanvasItemTextureFilter]." - -#~ msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." -#~ msgstr "Valor máximo para enum [enum DefaultCanvasItemTextureFilter]." - -#~ msgid "If [code]true[/code], [RigidBody3D] nodes will be paused." -#~ msgstr "Si [code]true[/code], los nodos de [RigidBody3D] estarán en pausa." - -#~ msgid "This enabler will freeze [RigidBody3D] nodes." -#~ msgstr "Este habilitador congelará los nodos [RigidBody3D]." - -#~ msgid "Emitted when the VisibilityNotifier3D enters the screen." -#~ msgstr "Emitido cuando el VisibilityNotifier3D entra en la pantalla." - -#~ msgid "Emitted when the VisibilityNotifier3D exits the screen." -#~ msgstr "Emitido cuando el VisibilityNotifier3D sale de la pantalla." - -#~ msgid "Return the specified output's name." -#~ msgstr "Devuelve el nombre de la salida especificada." - -#~ msgid "" -#~ "Return the specified output's type. See the [enum Variant.Type] values." -#~ msgstr "" -#~ "Devuelve el tipo de salida especificado. Vea los valores de [enum Variant." -#~ "Type]." - -#~ msgid "Integer scalar. Translated to [code]int[/code] type in shader code." -#~ msgstr "Escalar entero. Traducido a [code]int[/code] en shader code." - -#~ msgid "A default value to be assigned within the shader." -#~ msgstr "Un valor predeterminado que se asignará dentro del shader." - -#~ msgid "Enables usage of the [member default_value]." -#~ msgstr "Permite el uso de [member default_value]." - -#~ msgid "An integer scalar." -#~ msgstr "Un escalar entero." - -#~ msgid "" -#~ "Override this method to enable high-end mark in the Visual Shader " -#~ "Editor's members dialog.\n" -#~ "Defining this method is [b]optional[/b]. If not overridden, it's false." -#~ msgstr "" -#~ "Sobreescribe este método para habilitar la marca de alta gama en el " -#~ "diálogo de miembros del Editor Shader Visual.\n" -#~ "Definir este método es [b]opcional[/b]. Si no se sobreescribe, es falso." - -#~ msgid "" -#~ "A scalar floating-point constant to be used within the visual shader " -#~ "graph." -#~ msgstr "" -#~ "Una constante escalar real para ser usada dentro del gráfico shader " -#~ "visual." - -#~ msgid "Translated to [code]float[/code] in the shader language." -#~ msgstr "Traducido a [code]real[/code] en el lenguaje shader." - -#~ msgid "A floating-point constant which represents a state of this node." -#~ msgstr "Una constante real que representa un estado de este nodo." - -#~ msgid "" -#~ "A scalar floating-point function to be used within the visual shader " -#~ "graph." -#~ msgstr "" -#~ "Una función escalar real para ser usada dentro del gráfico de shader " -#~ "visual." - -#~ msgid "" -#~ "Accept a floating-point scalar ([code]x[/code]) to the input port and " -#~ "transform it according to [member function]." -#~ msgstr "" -#~ "Acepta un escalar real ([code]x[/code]) en el puerto de entrada y lo " -#~ "transforma de acuerdo con [member function]." - -#~ msgid "" -#~ "A function to be applied to the scalar. See [enum Function] for options." -#~ msgstr "" -#~ "Una función que se aplicará al escalar. Véase [enum Function] para las " -#~ "opciones." - -#~ msgid "" -#~ "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el seno del parámetro. Se traduce a [code]sin(x)[/code] en el " -#~ "Lenguaje de Sombreado Godot." - -#~ msgid "" -#~ "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el coseno del parámetro. Se traduce a [code]cos(x)[/code] en el " -#~ "lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve la tangente del parámetro. Se traduce a [code]tan(x)[/code] en " -#~ "el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-seno del parámetro. Se traduce a [code]asin(x)[/code] en " -#~ "el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-coseno del parámetro. Se traduce a [code]acos(x)[/code] " -#~ "en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-tangente del parámetro. Se traduce a [code]atan(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el seno hiperbólico del parámetro. Se traduce a [code]sinh(x)[/" -#~ "code] en el Languaje Shader Godot." - -#~ msgid "" -#~ "Returns the hyperbolic cosine of the parameter. Translates to " -#~ "[code]cosh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el coseno hiperbólico del parámetro. Se traduce a [code]cosh(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the hyperbolic tangent of the parameter. Translates to " -#~ "[code]tanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve la tangente hiperbólica del parámetro. Se traduce a [code]tanh(x)" -#~ "[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the natural logarithm of the parameter. Translates to [code]log(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el logaritmo natural del parámetro. Se traduce a [code]log(x)[/" -#~ "code] en el lenguaje Godot Shader." - -#~ msgid "" -#~ "Returns the natural exponentiation of the parameter. Translates to " -#~ "[code]exp(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve la exponencia natural del parámetro. Se traduce a [code]exp(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the square root of the parameter. Translates to [code]sqrt(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve la raíz cuadrada del parámetro. Se traduce a [code]sqrt(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el valor absoluto del parámetro. Se traduce a [code]abs(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "" -#~ "Extrae el signo del parámetro. Se traduce a [code]sign(x)[/code] en el " -#~ "Lenguaje Shader Godot." - -#~ msgid "" -#~ "Finds the nearest integer less than or equal to the parameter. Translates " -#~ "to [code]floor(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Encuentra el entero más cercano menor o igual al parámetro. Se traduce a " -#~ "[code]floor(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Encuentra el entero más cercano al parámetro. Se traduce a [code]round(x)" -#~ "[/code] en el Lenguaje Shader Godot ." - -#~ msgid "" -#~ "Finds the nearest integer that is greater than or equal to the parameter. " -#~ "Translates to [code]ceil(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Encuentra el entero más cercano que es mayor o igual al parámetro. Se " -#~ "traduce a [code]ceil(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Computes the fractional part of the argument. Translates to [code]fract(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Calcula la parte fraccionaria del argumento. Se traduce a [code]fract(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " -#~ "[code]min(max(x, 0.0), 1.0)[/code]." -#~ msgstr "" -#~ "Encierras el valor entre [code]0.0[/code] y [code]1.0[/code] usando " -#~ "[code]min(max(x, 0.0), 1.0)[/code]." - -#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]." -#~ msgstr "Negativa al [code]x[/code] usando [code]-(x)[/code]." - -#~ msgid "" -#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -#~ "[code]acosh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-hiperbólico-coseno del parámetro. Se traduce a " -#~ "[code]acosh(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the arc-hyperbolic-sine of the parameter. Translates to " -#~ "[code]asinh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-hiperbólico-seno del parámetro. Se traduce a " -#~ "[code]asinh(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -#~ "[code]atanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-hiperbólico-tangente del parámetro. Se traduce a " -#~ "[code]atanh(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Convierte una cantidad en radianes a grados. Se traduce a [code]degrees(x)" -#~ "[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns 2 raised by the power of the parameter. Translates to " -#~ "[code]exp2(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve 2 elevado por la potencia del parámetro. Se traduce a " -#~ "[code]exp2(x)[/code] en el lenguaje Shader de Godot." - -#~ msgid "" -#~ "Returns the inverse of the square root of the parameter. Translates to " -#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el inverso de la raíz cuadrada del parámetro. Se traduce a " -#~ "[code]inversesqrt(x)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el logaritmo base 2 del parámetro. Se traduce a [code]log2(x)[/" -#~ "code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Convierte una cantidad en grados a radianes. Se traduce a [code]radians(x)" -#~ "[/code] en el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" -#~ "code])." -#~ msgstr "" -#~ "Encuentra el valor recíproco de dividir 1 por [code]x[/code] (es decir, " -#~ "[code]1 / x[/code])." - -#~ msgid "" -#~ "Finds the nearest even integer to the parameter. Translates to " -#~ "[code]roundEven(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Encuentra el entero par más cercano al parámetro. Se traduce a " -#~ "[code]roundEven(x)[/code] en el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "Returns a value equal to the nearest integer to [code]x[/code] whose " -#~ "absolute value is not larger than the absolute value of [code]x[/code]. " -#~ "Translates to [code]trunc(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve un valor igual al entero más cercano a [code]x[/code] cuyo valor " -#~ "absoluto no es mayor que el valor absoluto de [code]x[/code]. Se traduce " -#~ "a [code]trunc(x)[/code] en el Lenguaje Shader de Godot." - -#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." -#~ msgstr "" -#~ "Resta el escalar [code]x[/code] de 1 (es decir, [code]1 - x[/code])." - -#~ msgid "" -#~ "A floating-point scalar operator to be used within the visual shader " -#~ "graph." -#~ msgstr "" -#~ "Un operador escalar de real para ser usado dentro del gráfico shader " -#~ "visual." - -#~ msgid "" -#~ "Applies [member operator] to two floating-point inputs: [code]a[/code] " -#~ "and [code]b[/code]." -#~ msgstr "" -#~ "Se aplica [member operator] a dos entradas reales: [code]a[/code] y " -#~ "[code]b[/code]." - -#~ msgid "Sums two numbers using [code]a + b[/code]." -#~ msgstr "Suma dos números usando [code]a + b[/code]." - -#~ msgid "Subtracts two numbers using [code]a - b[/code]." -#~ msgstr "Resta dos números usando [code]a - b[/code]." - -#~ msgid "Multiplies two numbers using [code]a * b[/code]." -#~ msgstr "Multiplica dos números usando [code]a * b[/code]." - -#~ msgid "Divides two numbers using [code]a / b[/code]." -#~ msgstr "Divide dos números usando [code]a / b[/code]." - -#~ msgid "" -#~ "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Calcula el resto de dos números. Se traduce a [code]mod(a, b)[/code] en " -#~ "el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -#~ "[code]pow(a, b)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Eleva el [code]a[/code] al poder del [code]b[/code]. Se traduce a " -#~ "[code]pow(a, b)[/code] en el Lenguaje Shader Godot." - -#~ msgid "" -#~ "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el mayor de dos números. Se traduce a [code]max(a, b)[/code] en " -#~ "el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el menor de dos números. Se traduce a [code]min(a, b)[/code] en " -#~ "el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el arco-tangente de los parámetros. Se traduce a [code]atan(a, b)" -#~ "[/code] en el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]" -#~ "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] " -#~ "and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot " -#~ "Shader Language." -#~ msgstr "" -#~ "Genera una función de paso comparando [code]b[/code](x) con [code]a[/code]" -#~ "(edge). Devuelve 0,0 si [code]x[/code] es más pequeño que [code]edge[/" -#~ "code] y de lo contrario 1,0. Se traduce a [code]step(a, b)[/code] en el " -#~ "Lenguaje Shader de Godot." - -#~ msgid "A scalar float uniform to be used within the visual shader graph." -#~ msgstr "" -#~ "Un real escalar uniforme para ser usado dentro del gráfico shader visual." - -#~ msgid "Translated to [code]uniform float[/code] in the shader language." -#~ msgstr "Traducido al lenguaje shader a [code]uniform float[/code]." - -#~ msgid "" -#~ "A hint applied to the uniform, which controls the values it can take when " -#~ "set through the inspector." -#~ msgstr "" -#~ "Una sugerencia aplicada al uniforme, que controla los valores que puede " -#~ "tomar cuando se establece a través del inspector." - -#~ msgid "" -#~ "Minimum value for range hints. Used if [member hint] is set to [constant " -#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "Valor mínimo para las sugerencias de rango. Se usa si [member hint] se " -#~ "establece en [constant HINT_RANGE] o [constant HINT_RANGE_STEP]." - -#~ msgid "" -#~ "Maximum value for range hints. Used if [member hint] is set to [constant " -#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "Valor máximo de las sugerencias de rango. Se usa si [member hint] se " -#~ "establece en [constant HINT_RANGE] o [constant HINT_RANGE_STEP]." - -#~ msgid "" -#~ "Step (increment) value for the range hint with step. Used if [member " -#~ "hint] is set to [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "El valor del paso (incremento) para el rango de sugerencia con paso. Se " -#~ "usa si [member hint] se establece en [constant HINT_RANGE_STEP]." - -#~ msgid "No hint used." -#~ msgstr "No se ha usado ninguna sugerencia." - -#~ msgid "" -#~ "A range hint for scalar value, which limits possible input values between " -#~ "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" -#~ "code] in shader code." -#~ msgstr "" -#~ "Una sugerencia de rango para el valor escalar, que limita los posibles " -#~ "valores de entrada entre [member min] y [member max]. Traducido a " -#~ "[code]hint_range(min, max)[/code] en código shader." - -#~ msgid "" -#~ "A range hint for scalar value with step, which limits possible input " -#~ "values between [member min] and [member max], with a step (increment) of " -#~ "[member step]). Translated to [code]hint_range(min, max, step)[/code] in " -#~ "shader code." -#~ msgstr "" -#~ "Una sugerencia de rango para el valor escalar con paso, que limita los " -#~ "posibles valores de entrada entre [member min] y [member max], con un " -#~ "paso (incremento) de [member step]). Traducido a [code]hint_range(min, " -#~ "max, step)[/code] en código shader." - -#~ msgid "" -#~ "Compares two floating-point numbers in order to return a required vector " -#~ "within the visual shader graph." -#~ msgstr "" -#~ "Compara dos números reales para devolver un vector requerido dentro del " -#~ "gráfico shader visual." - -#~ msgid "" -#~ "First two ports are scalar floatin-point numbers to compare, third is " -#~ "tolerance comparison amount and last three ports represents a vectors " -#~ "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/" -#~ "code] respectively." -#~ msgstr "" -#~ "Los dos primeros puertos son números escalares reales para comparar, el " -#~ "tercero es la cantidad de comparación de tolerancia y los tres últimos " -#~ "puertos representan un vector devuelto si [code]a == b[/code], [code]a > " -#~ "b[/code] y [code]a < b[/code] respectivamente." - -#~ msgid "" -#~ "Represents the input shader parameter within the visual shader graph." -#~ msgstr "" -#~ "Representa el parámetro shader de entrada dentro del gráfico shader " -#~ "visual." - -#~ msgid "" -#~ "Returns a translated name of the current constant in the Godot Shader " -#~ "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to " -#~ "[code]\"albedo\"[/code]." -#~ msgstr "" -#~ "Devuelve un nombre traducido de la constante actual en el Lenguaje Shader " -#~ "de Godot. Por ejemplo, [code]\"ALBEDO\"[/code] si el [member input_name] " -#~ "es igual a [code]\"albedo\"[/code]." - -#~ msgid "Emitted when input is changed via [member input_name]." -#~ msgstr "" -#~ "Emitido cuando se cambia la entrada a través de [member input_name]." - -#~ msgid "A scalar integer constant to be used within the visual shader graph." -#~ msgstr "" -#~ "Una constante entera escalar para ser usada dentro del gráfico shader " -#~ "visual." - -#~ msgid "Translated to [code]int[/code] in the shader language." -#~ msgstr "Traducido a [code]int[/code] en el lenguaje shader." - -#~ msgid "An integer constant which represents a state of this node." -#~ msgstr "Una constante entera que representa un estado de este nodo." - -#~ msgid "A scalar integer function to be used within the visual shader graph." -#~ msgstr "" -#~ "Una función entera escalar para ser usada dentro del gráfico shader " -#~ "visual." - -#~ msgid "" -#~ "Accept an integer scalar ([code]x[/code]) to the input port and transform " -#~ "it according to [member function]." -#~ msgstr "" -#~ "Acepta un escalar entero ([code]x[/code]) al puerto de entrada y lo " -#~ "transforma de acuerdo con [member function]." - -#~ msgid "" -#~ "Constrains a parameter between [code]min[/code] and [code]max[/code]. " -#~ "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader " -#~ "Language." -#~ msgstr "" -#~ "Restringe un parámetro entre [code]min[/code] y [code]max[/code]. Se " -#~ "traduce a [code]clamp(x, min, max)[/code] en el Lenguaje Shader de Godot." - -#~ msgid "" -#~ "An integer scalar operator to be used within the visual shader graph." -#~ msgstr "" -#~ "Un operador escalar entero para ser usado dentro del gráfico shader " -#~ "visual." - -#~ msgid "" -#~ "Applies [member operator] to two integer inputs: [code]a[/code] and " -#~ "[code]b[/code]." -#~ msgstr "" -#~ "Aplica [member operator] a dos entradas de números enteros: [code]a[/" -#~ "code] y [code]b[/code]." - -#~ msgid "Calculates the remainder of two numbers using [code]a % b[/code]." -#~ msgstr "Calcula el resto de dos números usando [code]a % b[/code]." - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "Devuelve el menor de dos números. Se traduce a [code]max(a, b)[/code] en " -#~ "el Lenguaje Shader de Godot." - -#~ msgid "A scalar integer uniform to be used within the visual shader graph." -#~ msgstr "" -#~ "Un entero escalar uniforme para ser usado dentro del gráfico shader " -#~ "visual." - -#~ msgid "Translated to [code]uniform int[/code] in the shader language." -#~ msgstr "Traducido a [code]uniform int[/code] en el lenguaje shader." - -#~ msgid "" -#~ "Performs a fused multiply-add operation within the visual shader graph." -#~ msgstr "" -#~ "Realiza una operación de multiplicación fusionada dentro del gráfico " -#~ "shader visual." - -#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression." -#~ msgstr "" -#~ "Utiliza tres operandos para calcular la expresión [code](a * b + c)[/" -#~ "code]." - -#~ msgid "A type of operands and returned value." -#~ msgstr "Un tipo de operandos y valor devuelto." - -#~ msgid "A scalar type." -#~ msgstr "Un tipo escalar." - -#~ msgid "A vector type." -#~ msgstr "Un tipo vector." - -#~ msgid "" -#~ "A base node for nodes which samples 3D textures in the visual shader " -#~ "graph." -#~ msgstr "" -#~ "Un nodo base para nodos que muestrea texturas 3D en el gráfico shader " -#~ "visual." - -#~ msgid "A virtual class, use the descendants instead." -#~ msgstr "Una clase virtual, usa los descendientes en su lugar." - -#~ msgid "An input source type." -#~ msgstr "Un tipo de fuente de entrada." - -#~ msgid "" -#~ "Creates internal uniform and provides a way to assign it within node." -#~ msgstr "" -#~ "Crea un uniforme interno y proporciona una forma de asignarlo dentro del " -#~ "nodo." - -#~ msgid "Use the uniform texture from sampler port." -#~ msgstr "Usar la textura uniforme del puerto de muestreo." - -#~ msgid "" -#~ "A 2D texture uniform array to be used within the visual shader graph." -#~ msgstr "" -#~ "Un array uniforme de textura 2D para ser usado dentro del gráfico shader " -#~ "visual." - -#~ msgid "" -#~ "Translated to [code]uniform sampler2DArray[/code] in the shader language." -#~ msgstr "" -#~ "Traducido a [code]uniform sampler2DArray[/code] en el lenguaje shader." - -#~ msgid "" -#~ "A source texture array. Used if [member VisualShaderNodeSample3D.source] " -#~ "is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]." -#~ msgstr "" -#~ "Una array de texturas de origen. Se usa si [member " -#~ "VisualShaderNodeSample3D.source] está configurado como [constant " -#~ "VisualShaderNodeSample3D.SOURCE_TEXTURE]." - -#~ msgid "" -#~ "Vertical slider. See [Slider]. This one goes from bottom (min) to top " -#~ "(max)." -#~ msgstr "" -#~ "Deslizador vertical. Ver [Slider]. Éste va de abajo (min) a arriba (máx)." - -#~ msgid "" -#~ "Direct access to the world's physics 2D space state. Used for querying " -#~ "current and potential collisions. Must only be accessed from the main " -#~ "thread within [code]_physics_process(delta)[/code]." -#~ msgstr "" -#~ "Acceso directo al estado espacial 2D de la física del mundo. Se utiliza " -#~ "para consultar las colisiones actuales y potenciales. Sólo se puede " -#~ "acceder desde el hilo principal dentro de [code]_physics_process(delta)[/" -#~ "code]." - -#~ msgid "Returns [code]true[/code] if [code]s[/code] is zero or almost zero." -#~ msgstr "Devuelve [code]true[/code] si [code]s[/code] es cero o casi cero." - -#~ msgid "" -#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Returns 4\n" -#~ "nearest_po2(4) # Returns 4\n" -#~ "nearest_po2(5) # Returns 8\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve la potencia mayor más cercana de 2 para el entero " -#~ "[code]value[code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Devuelve 4\n" -#~ "nearest_po2(4) # Devuelve 4\n" -#~ "nearest_po2(5) # Devuelve 8\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a resource from the filesystem that is loaded during script " -#~ "parsing.\n" -#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a " -#~ "resource in the Assets Panel and choosing \"Copy Path\".\n" -#~ "[codeblock]\n" -#~ "# Load a scene called main located in the root of the project directory.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve un recurso del sistema de archivos que se carga durante el " -#~ "análisis de script.\n" -#~ "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic con " -#~ "el botón derecho del ratón en un recurso del Panel de recursos y " -#~ "eligiendo \"Copy Path\".\n" -#~ "[codeblock]\n" -#~ "# Cargar una escena llamada principal ubicada en la raíz del directorio " -#~ "del proyecto.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a number smoothly interpolated between the [code]from[/code] and " -#~ "[code]to[/code], based on the [code]weight[/code]. Similar to [method " -#~ "lerp], but interpolates faster at the beginning and slower at the end.\n" -#~ "[codeblock]\n" -#~ "smoothstep(0, 2, 0.5) # Returns 0.15\n" -#~ "smoothstep(0, 2, 1.0) # Returns 0.5\n" -#~ "smoothstep(0, 2, 2.0) # Returns 1.0\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve un número interpolado suavemente entre el [code]from[/code] y el " -#~ "[code]to[/code], basado en el [code]weight[/code]. Es similar al [método " -#~ "lerp], pero interpola más rápido al inicio y más lento al final.\n" -#~ "[codeblock]\n" -#~ "smoothstep(0, 2, 0.5) # Devuelve 0.15\n" -#~ "smoothstep(0, 2, 1.0) # Devuelve 0.5\n" -#~ "smoothstep(0, 2, 2.0) # Devuelve 1.0\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns the square root of [code]s[/code].\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # Returns 3\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Devuelve la raíz cuadrada de [code]s[/code].\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # Devuelve 3\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Converts a Variant [code]var[/code] to JSON text and return the result. " -#~ "Useful for serializing data to store or send over the network.\n" -#~ "[codeblock]\n" -#~ "a = { \"a\": 1, \"b\": 2 }\n" -#~ "b = to_json(a)\n" -#~ "print(b) # {\"a\":1, \"b\":2}\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Convierte una variable [code]var[/code] en texto JSON y devuelve el " -#~ "resultado. Es útil para serializar datos y almacenarlos o enviarlos a " -#~ "través de la red.\n" -#~ "[codeblock]\n" -#~ "a = { \"a\": 1, \"b\": 2 }\n" -#~ "b = to_json(a)\n" -#~ "print(b) # {\"a\":1, \"b\":2}\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Macro constant that expands to an expression of type float that " -#~ "represents a NaN.\n" -#~ "The NaN values are used to identify undefined or non-representable values " -#~ "for floating-point elements, such as the square root of negative numbers " -#~ "or the result of 0/0." -#~ msgstr "" -#~ "Macro constante que se expande a una expresión de tipo real que " -#~ "representa un NaN.\n" -#~ "Los valores de NaN se utilizan para identificar valores indefinidos o no " -#~ "representables de elementos reales como la raíz cuadrada de los números " -#~ "negativos o el resultado de 0/0." - -#~ msgid "Beginning corner." -#~ msgstr "Esquina de inicial." - -#~ msgid "Size from position to end." -#~ msgstr "Tamaño desde la posición hasta el final." - -#~ msgid "Called when the button is pressed." -#~ msgstr "Se llama cuando se pulsa el boton." - -#~ msgid "The basis matrix's X vector." -#~ msgstr "El vector X de la matriz base." - -#~ msgid "The basis matrix's Y vector." -#~ msgstr "El vector Y de la matriz base." - -#~ msgid "The basis matrix's Z vector." -#~ msgstr "El vector Z de la matriz base." - -#~ msgid "" -#~ "Button is the standard themed button. It can contain text and an icon, " -#~ "and will display them according to the current [Theme]." -#~ msgstr "" -#~ "El botón es el botón temático estándar. Puede contener texto y un icono, " -#~ "y los mostrará de acuerdo con el [Theme] actual." - -#~ msgid "Draws a string using a custom font." -#~ msgstr "Dibuja una string usando una fuente personalizada." - -#~ msgid "Alpha value (range 0 to 1)." -#~ msgstr "Valor alfa (rango 0 a 1)." - -#~ msgid "Alpha value (range 0 to 255)." -#~ msgstr "Valor alfa (rango de 0 a 255)." - -#~ msgid "Blue value (range 0 to 1)." -#~ msgstr "Valor azul (rango 0 a 1)." - -#~ msgid "Blue value (range 0 to 255)." -#~ msgstr "Valor azul (rango de 0 a 255)." - -#~ msgid "Green value (range 0 to 1)." -#~ msgstr "Valor verde (rango 0 a 1)." - -#~ msgid "Green value (range 0 to 255)." -#~ msgstr "Valor verde (rango de 0 a 255)." - -#~ msgid "Red value (range 0 to 1)." -#~ msgstr "Valor rojo (rango 0 a 1)." - -#~ msgid "Red value (range 0 to 255)." -#~ msgstr "Valor rojo (rango de 0 a 255)." - -#~ msgid "HSV value (range 0 to 1)." -#~ msgstr "Valor HSV (rango 0 a 1)." - -#~ msgid "" -#~ "The node's scale, relative to its [member rect_size]. Change this " -#~ "property to scale the node around its [member rect_pivot_offset]." -#~ msgstr "" -#~ "La escala del nodo, relativa a su [member rect_size]. Cambie esta " -#~ "propiedad para escalar el nodo alrededor de su [member rect_pivot_offset]." - -#~ msgid "Returns the editor [Viewport]." -#~ msgstr "Devuelve el editor [Viewport]." - -#~ msgid "Gets whether a handle is highlighted or not." -#~ msgstr "Averigua si una manejador está resaltado o no." - -#~ msgid "Erase a given setting (pass full property path)." -#~ msgstr "Borra un ajuste dado (pasar ruta absoluta de la propiedad)." - -#~ msgid "" -#~ "Contains mouse and pen motion information. Supports relative, absolute " -#~ "positions and speed. See [method Node._input]." -#~ msgstr "" -#~ "Contiene información sobre el movimiento del ratón y el bolígrafo. " -#~ "Soporta posiciones y velocidades relativas y absolutas. Ver [method Node." -#~ "_input]." - -#~ msgid "" -#~ "Converts a [Variant] var to JSON text and returns the result. Useful for " -#~ "serializing data to store or send over the network." -#~ msgstr "" -#~ "Convierte una [Variant] var a texto JSON y devuelve el resultado. Es útil " -#~ "para serializar datos para almacenarlos o enviarlos a través de la red." - -#~ msgid "" -#~ "Returns whether the node is visible, taking into consideration that its " -#~ "parents visibility." -#~ msgstr "" -#~ "Devuelve si el nodo es visible, teniendo en cuenta que sus padres son " -#~ "visibles." - -#~ msgid "" -#~ "Returns the [Variant] value of the given [code]property[/code]. If the " -#~ "[code]property[/code] doesn't exist, this will return [code]null[/code]." -#~ msgstr "" -#~ "Devuelve el valor de la [Variant] de la [code]property[/code]. Si la " -#~ "[code]property[/code] no existe, esto devolverá [code]null[/code]." - -#~ msgid "Built-in visual script functions." -#~ msgstr "Funciones de visual script incorporadas." - -#~ msgid "" -#~ "A list of built-in visual script functions, see [VisualScriptBuiltinFunc] " -#~ "and [VisualScript]." -#~ msgstr "" -#~ "Una lista de funciones construidas en visual script, ver " -#~ "[VisualScriptBuiltinFunc] y [VisualScript]." diff --git a/doc/translations/fa.po b/doc/translations/fa.po index 7db57a74d4..8d8b5089ee 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -70356,18 +70356,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "تابع کاهش ، بر اساس نماد. مقادیر منحنی عبارتند از: 0 ثابت است ، 1 خطی " -#~ "است ، 0 تا 1 آسان است ، 1+ راحت است. مقادیر منفی درون یا خارج هستند." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 58026fc6b6..f3b714b63d 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -69952,7 +69952,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Palauttaa parametrin kosinin." diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 9f32d4ea22..8854dd197b 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -69895,10 +69895,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index f4fbd6f6d0..5189a94ba9 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -73503,905 +73503,3 @@ msgid "" msgstr "" "Si [code]true[/code] (vrai), les nœuds enfants sont triés, sinon le tri est " "désactivé." - -#~ msgid "Edits the given [Resource]." -#~ msgstr "Modifie la [Ressource] donnée." - -#, fuzzy -#~ msgid "RigidBody's rotational velocity." -#~ msgstr "La vélocité de rotation du RigidBody3D." - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "Retourne cette [AABB] élargie pour inclure un point donné." - -#, fuzzy -#~ msgid "Returns the [PhysicsDirectBodyState] of the body." -#~ msgstr "Retourne le [enum BitmaskMode] de l'autotile." - -#, fuzzy -#~ msgid "Emitted when the resource value was set and user clicked to edit it." -#~ msgstr "Émis lorsqu'une interface est supprimée." - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "Retourne l’étiquette utilisée pour le texte intégré." - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "Retourne l'instance OK [Bouton]." - -#~ msgid "Returns the cancel button." -#~ msgstr "Retourne le bouton d'annulation." - -#~ msgid "Wait time in seconds." -#~ msgstr "Temps d'attente en secondes." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Retourne la texture de la tuile." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Renvoie le cosinus de l'angle [code]s[/code] en radians.\n" -#~ "[codeblock]\n" -#~ "# Renvoie 1 puis -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Courbe d'accélération, basée sur l'exposant. Les valeurs de courbe sont : " -#~ "0 pour constante, 1 pour linéaire, de 0 à 1 pour adoucie à l'entrée, 1+ " -#~ "pour adoucie à la sortie. Les valeurs négatives sont pour les courbes " -#~ "adoucies à l'entrée et à la sortie." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Convertit un ou plusieurs arguments en chaînes de la meilleure façon " -#~ "possible et les affiche dans la console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Retourne un tableau dans la gamme donnée. Cette gamme peut être d'1 " -#~ "argument N (de 0 à N-1), de deux arguments (initial, final-1) ou de trois " -#~ "arguments (initial, final-1, incrément).\n" -#~ "[codeblock]\n" -#~ "for i in range(4) :\n" -#~ " print(i)\n" -#~ "for i in range(2, 5) :\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2) :\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output :\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "L'infini positif. Pour l'infini négatif, utilisez -INF." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "« Pas un nombre », une valeur non valide. [code]NaN[/code] a des " -#~ "propriétés spéciales, notamment de ne pas être égal à lui-même. Il est " -#~ "produit par certaines opérations non valides, telles que diviser zéro par " -#~ "zéro." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "Le singleton [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "Le singleton [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "Le singleton [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "Le singleton [PhysicsServer2D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "Le singleton [RenderingServer]." - -#~ msgid "Back key." -#~ msgstr "Touche Retour." - -#~ msgid "Forward key." -#~ msgstr "Touche avant." - -#~ msgid "Stop key." -#~ msgstr "Touche d'arrêt." - -#~ msgid "Refresh key." -#~ msgstr "Clé de rafraîchissement." - -#~ msgid "An invalid game controller button." -#~ msgstr "Un bouton de contrôleur de jeu non valide." - -#~ msgid "Game controller SDL button B." -#~ msgstr "Bouton B du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL button X." -#~ msgstr "Bouton X du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL button Y." -#~ msgstr "Bouton Y du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL back button." -#~ msgstr "Bouton recul du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL start button." -#~ msgstr "Le bouton commencement du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "Levier de commande gauche du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "Levier de commande droite du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "Bouton bas du pavé directionnel du contrôleur de jeu SDL." - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "Bouton droite du pavé directionnel du contrôleur de jeu SDL." - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "Le nombre de boutons du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "" -#~ "Bouton X du contrôleur de jeu Sony DualShock schématise au bouton A du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "" -#~ "Le bouton croix du contrôleur de jeu Sony DualShock correspond au bouton " -#~ "A du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "" -#~ "Le bouton cercle du contrôleur de jeu Sony DualShock correspond au bouton " -#~ "B du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "" -#~ "Le bouton carré du contrôleur de jeu Sony DualShock correspond au bouton " -#~ "X du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "" -#~ "Le bouton triangle du contrôleur de jeu Sony DualShock correspond au " -#~ "bouton Y du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "" -#~ "Le bouton de sélection du contrôleur de jeu Sony DualShock correspond au " -#~ "bouton recul du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "" -#~ "Le bouton de démarrage du contrôleur de jeu Sony DualShock correspond au " -#~ "bouton de démarrage du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "" -#~ "Le bouton PS du contrôleur de jeu Sony DualShock correspond au bouton " -#~ "guide du contrôleur de jeu SDL." - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Le bouton L1 du contrôleur de jeu Sony DualShock correspond au gâchette " -#~ "gauche du contrôleur de jeu SDL." - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "" -#~ "Le bouton R1 du contrôleur de jeu Sony DualShock correspond au gâchette " -#~ "droite du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "" -#~ "Le bouton L3 du contrôleur de jeu Sony DualShock correspond au manette " -#~ "gauche du contrôleur de jeu SDL." - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "" -#~ "Le bouton R3 du contrôleur de jeu Sony DualShock correspond au manette " -#~ "droite du contrôleur de jeu SDL." - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "" -#~ "Le bouton A du contrôleur de jeu Xbox correspond au bouton A du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "" -#~ "Le bouton B du contrôleur de jeu Xbox correspond au bouton B du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "" -#~ "Le bouton X du contrôleur de jeu Xbox correspond au bouton X du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "" -#~ "Le bouton Y du contrôleur de jeu Xbox correspond au bouton Y du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "" -#~ "Le bouton recul du contrôleur de jeu Xbox correspond au bouton recul du " -#~ "contrôleur de jeu SDL." - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "" -#~ "Le bouton de démarrage du contrôleur de jeu Xbox correspond au bouton de " -#~ "démarrage du contrôleur de jeu SDL." - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "" -#~ "Le bouton accueil du contrôleur de jeu Xbox correspond au bouton guide du " -#~ "contrôleur de jeu SDL." - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "" -#~ "Le manette gauche du contrôleur de jeu Xbox correspond au manette gauche " -#~ "du contrôleur de jeu SDL." - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "" -#~ "Le manette droite du contrôleur de jeu Xbox correspond au manette droite " -#~ "du contrôleur de jeu SDL." - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Le gâchette gauche de la manette Xbox correspond à la gâchette gauche du " -#~ "contrôleur de jeu SDL." - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "" -#~ "Le gâchette droite de la manette Xbox correspond à la gâchette droite du " -#~ "contrôleur de jeu SDL." - -#~ msgid "An invalid game controller axis." -#~ msgstr "Un axe du contrôleur de jeu non valide." - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "Axe Y de la manette droite du contrôleur de jeu." - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "Axe Y de la manette droite du contrôleur de jeu." - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "Le nombre d'axes du contrôleur de jeu SDL." - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "Axe X de la manette 0 du contrôleur de jeu." - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "Axe Y de la manette 0 du contrôleur de jeu." - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "Axe X de la manette 1 du contrôleur de jeu." - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "Axe Y de la manette 1 du contrôleur de jeu." - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "Axe X de la manette 2 du contrôleur de jeu." - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "Axe Y de la manette 2 du contrôleur de jeu." - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "Axe X de la manette 3 du contrôleur de jeu." - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "Axe Y de la manette 3 du contrôleur de jeu." - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "Axe X de la manette 4 du contrôleur de jeu." - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "Axe Y de la manette 4 du contrôleur de jeu." - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "Le nombre maximum d'axes du contrôleur de jeu." - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "" -#~ "Utilisé pour rassembler des propriétés ensemble dans l'éditeur dans un " -#~ "sous-groupe (sous un groupe)." - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "La variable est de type [Vector2i]." - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "Variable est de type [Rect2i]." - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "Variable est de type [Vector3i]." - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "La variable est de type [StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "Variable est de type [Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "Variable est de type [Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "La variable est de type [PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "Variable est de type [PackedInt64Array]." - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "Variable est de type [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "La variable est de type [PackedInt32Array]." - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "" -#~ "Intensité de l'effet de lumière spéculaire de cette [AnimatedSprite2D]." - -#~ msgid "The color of the specular light effect." -#~ msgstr "La couleur de l’effet de lumière spéculaire." - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "Ce nœud peut être utilisé pour faire en sorte qu'une commande de " -#~ "recherche soit exécutée sur n'importe quel sous-enfant du graphe. Après " -#~ "avoir réglé le temps, cette valeur revient à -1." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "Emitted when another area enters." -#~ msgstr "Émis lorsqu’une autre zone entre." - -#~ msgid "Emitted when another area exits." -#~ msgstr "Émis lors de la sortie d'une autre zone." - -#~ msgid "Plays an audio stream non-positionally." -#~ msgstr "Joue un flux audio non positionné." - -#, fuzzy -#~ msgid "Dampens audio above this frequency, in Hz." -#~ msgstr "Amortit l’audio au-dessus de cette fréquence, en Hz." - -#~ msgid "Factor for the attenuation effect." -#~ msgstr "Facteur pour l’effet d’atténuation." - -#~ msgid "The strength of the refraction effect." -#~ msgstr "La force de l’effet de réfraction." - -#~ msgid "Texture specifying per-pixel backlight color." -#~ msgstr "Texture spécifiant la couleur du rétroéclairage par pixel." - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -#~ "smooth out pixels that are far from the camera." -#~ msgstr "" -#~ "Le filtre de texture se mélange entre les 4 pixels les plus proches et " -#~ "entre les 2 mipmaps les plus proches. Utilisez-le pour la plupart des cas " -#~ "car les mipmaps sont importants pour lisser les pixels qui sont loin de " -#~ "la caméra." - -#~ msgid "The material will not use transparency." -#~ msgstr "Le matériel n’utilisera pas la transparence." - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "" -#~ "Le matériau utilisera les valeurs d'alpha de la texture pour la " -#~ "transparence." - -#~ msgid "" -#~ "The material will cut off all values below a threshold, the rest will " -#~ "remain opaque." -#~ msgstr "" -#~ "Le matériau coupera toutes les valeurs en dessous d’un seuil, le reste " -#~ "restera opaque." - -#~ msgid "Represents the size of the [enum Transparency] enum." -#~ msgstr "Représente la taille de l’enum [enum Transparency]." - -#~ msgid "Represents the size of the [enum ShadingMode] enum." -#~ msgstr "Représente la taille de l’enum [enum ShadingMode]." - -#, fuzzy -#~ msgid "Constant for setting [member heightmap_enabled]." -#~ msgstr "Constante pour le réglage [member heightmap_enabled]." - -#, fuzzy -#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." -#~ msgstr "" -#~ "Constante pour le réglage [member subsurf_scatter_transmittance_enabled]." - -#, fuzzy -#~ msgid "Constant for setting [member backlight_enabled]." -#~ msgstr "Constant pour définir [member backlight_enabled]." - -#, fuzzy -#~ msgid "" -#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the " -#~ "given 3D point in worldspace." -#~ msgstr "" -#~ "Renvoie la coordonnée 2D dans le rectangle [Viewport] qui mappe au point " -#~ "3D donné dans worldspace." - -#~ msgid "The [CameraEffects] to use for this camera." -#~ msgstr "Le [CameraEffects] à utiliser pour cette caméra." - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override.\n" -#~ "See also [Environment] for general 3D environment settings." -#~ msgstr "" -#~ "Contient des effets spécifiques à la caméra tels que la profondeur de " -#~ "champ et l'outrepassement de l'exposition.\n" -#~ "Voir aussi [Environnement] pour les paramètres généraux d'environnement " -#~ "3D." - -#~ msgid "" -#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." -#~ msgstr "" -#~ "L’image de la caméra [url=https://fr.wikipedia.org/wiki/YCbCr]YCbCr[/url]." - -#~ msgid "Emitted when the item rect has changed." -#~ msgstr "Émis lorsque le rect de l'élément a changé." - -#~ msgid "Texture will repeat normally." -#~ msgstr "La texture se répètera normalement." - -#~ msgid "Adds a [Shape3D] to the shape owner." -#~ msgstr "Ajoute un [Shape2D] au propriétaire de la forme." - -#~ msgid "Displays a colored rectangle." -#~ msgstr "Affiche un rectangle coloré." - -#~ msgid "" -#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." -#~ msgstr "" -#~ "Ce nœud prend la forme d'un polygone en 2D et l'extrude pour créer un " -#~ "maillage en 3D." - -#~ msgid "Material to use for the resulting mesh." -#~ msgstr "Matériel à utiliser pour le maillage résultant." - -#~ msgid "Extrusion mode." -#~ msgstr "Mode d'extrusion." - -#~ msgid "Shape3D is extruded to [member depth]." -#~ msgstr "Shape3D est extrudé à [member depth]." - -#~ msgid "Slice is not rotated." -#~ msgstr "La tranche n’est pas tournée." - -#~ msgid "Slice is rotated around the up vector of the path." -#~ msgstr "La tranche est tournée autour du vecteur haut du trajet." - -#~ msgid "Slice is rotate to match the path exactly." -#~ msgstr "" -#~ "La tranche est en rotation pour correspondre exactement au chemin d’accès." - -#~ msgid "Bottom radius of the cylinder." -#~ msgstr "Rayon inférieur du cylindre." - -#~ msgid "Top radius of the cylinder." -#~ msgstr "Rayon supérieur du cylindre." - -#~ msgid "" -#~ "Energy multiplier for the emission texture. This will make the decal emit " -#~ "light at a higher intensity." -#~ msgstr "" -#~ "Multiplicateur d'énergie pour la texture d'émission. Ainsi, la " -#~ "décalcomanie émettra de la lumière à une intensité plus élevée." - -#~ msgid "" -#~ "Sets the curve over which the decal will fade as the surface gets further " -#~ "from the center of the [AABB]." -#~ msgstr "" -#~ "Définit la courbe sur laquelle le décalcomanie s’estompera à mesure que " -#~ "la surface s’éloignera du centre de l’[AABB]." - -#~ msgid "Changes the [Color] of the Decal by multiplying it with this value." -#~ msgstr "" -#~ "Change la [Color] de l'autocollant en le multipliant par cette valeur." - -#~ msgid "" -#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add " -#~ "extra detail to decals." -#~ msgstr "" -#~ "[Texture2D] avec la normal map par pixel pour la décalcomanie. Utilisez " -#~ "cette fonction pour ajouter des détails supplémentaires aux décalcomanies." - -#~ msgid "" -#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the " -#~ "decal. Use this to add extra detail to decals." -#~ msgstr "" -#~ "[Texture2D] stockant l’occlusion ambiante, la rugosité et la " -#~ "métallisation pour le décalque. Utilisez-le pour ajouter des détails " -#~ "supplémentaires aux décalques." - -#~ msgid "[Texture2D] corresponding to [member texture_albedo]." -#~ msgstr "[Texture2D] correspondant à [member texture_albedo]." - -#~ msgid "[Texture2D] corresponding to [member texture_normal]." -#~ msgstr "[Texture2D] correspondant à [member texture_normal]." - -#~ msgid "[Texture2D] corresponding to [member texture_orm]." -#~ msgstr "[Texture2D] correspondant à [member texture_orm]." - -#~ msgid "[Texture2D] corresponding to [member texture_emission]." -#~ msgstr "[Texture2D] correspondant à [member texture_emission]." - -#~ msgid "Max size of [enum DecalTexture] enum." -#~ msgstr "Taille maximale de l'enum [enum DecalTexture]." - -#~ msgid "Extra character spacing in pixels." -#~ msgstr "Espacement supplémentaire des caractères en pixels." - -#~ msgid "Extra space spacing in pixels." -#~ msgstr "Espacement d’espace supplémentaire en pixels." - -#~ msgid "Character spacing." -#~ msgstr "Espacement des caractères." - -#~ msgid "Space spacing." -#~ msgstr "Espacement d’espace." - -#, fuzzy -#~ msgid "Updates the overlays of the editor (2D/3D) viewport." -#~ msgstr "Met à jour les superpositions de la fenêtre de l’éditeur (2D/3D)." - -#~ msgid "Override if you want to allow a custom tooltip over your property." -#~ msgstr "" -#~ "Passe outre si vous souhaitez autoriser une info-bulle personnalisée sur " -#~ "votre propriété." - -#~ msgid "Adds a node to the selection." -#~ msgstr "Ajoute un nœud à la sélection." - -#~ msgid "Disable ambient light." -#~ msgstr "Désactiver la lumière ambiante." - -#~ msgid "Use the background for reflections." -#~ msgstr "Utiliser l’arrière-plan pour les réflexions." - -#~ msgid "Disable reflections." -#~ msgstr "Désactiver les réflexions." - -#~ msgid "Closes the currently opened file." -#~ msgstr "Ferme le fichier actuellement ouvert." - -#~ msgid "Opens the file for read operations." -#~ msgstr "Ouvre le fichier pour les opérations de lecture." - -#~ msgid "Editor visibility helper." -#~ msgstr "Aide à la visibilité de l’éditeur." - -#~ msgid "The physics layers this GridMap detects collisions in." -#~ msgstr "" -#~ "Les calques de physique dans lesquels cette GridMap détecte les " -#~ "collisions." - -#~ msgid "" -#~ "If the body is at least this close to another body, this body will " -#~ "consider them to be colliding." -#~ msgstr "" -#~ "Si le corps est au moins aussi proche d’un autre corps, ce corps les " -#~ "considérera comme des collisions." - -#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh." -#~ msgstr "Calculer une [ConvexPolygonShape3D] à partir du maillage." - -#~ msgid "" -#~ "Locks this [Mutex], blocks until it is unlocked by the current owner." -#~ msgstr "" -#~ "Verrouille ce [Mutex], bloque jusqu’à ce qu’il soit débloqué par le " -#~ "propriétaire actuel." - -#~ msgid "The radius of the agent." -#~ msgstr "Le rayon de l’agent." - -#~ msgid "Creates the agent." -#~ msgstr "Crée l'agent." - -#~ msgid "Destroy the RID" -#~ msgstr "Détruisez le RID" - -#~ msgid "Create a new map." -#~ msgstr "Créer une nouvelle carte." - -#~ msgid "Returns the map cell size." -#~ msgstr "Retourne la taille de la cellule de la carte." - -#~ msgid "Sets the map active." -#~ msgstr "Active la carte." - -#~ msgid "Creates a new region." -#~ msgstr "Crée une nouvelle région." - -#~ msgid "Control activation of this server." -#~ msgstr "Contrôler l’activation de ce serveur." - -#, fuzzy -#~ msgid "ENet's built-in range encoding." -#~ msgstr "L'encodage de gamme intégré d'ENet." - -#~ msgid "Returns an environment variable." -#~ msgstr "Retourne une variable d'environnement." - -#, fuzzy -#~ msgid "The Vulkan rendering backend." -#~ msgstr "Le fond de rendu vulcain." - -#, fuzzy -#~ msgid "Point sampler for a [Path3D]." -#~ msgstr "Échantillonneur de points pour un [Path3D]." - -#~ msgid "Sets the body's transform." -#~ msgstr "Définit le transform du corps." - -#~ msgid "Sets the joint's transform." -#~ msgstr "Définit le transform de l'articulation." - -#~ msgid "" -#~ "[Texture2D] for the night sky. This is added to the sky, so if it is " -#~ "bright enough, it may be visible during the day." -#~ msgstr "" -#~ "[Texture2D] pour le ciel nocturne. Ceci est ajouté au ciel, donc s’il est " -#~ "assez lumineux, il peut être visible pendant la journée." - -#~ msgid "Creates an [Area3D]." -#~ msgstr "Crée un [Area3D]." - -#~ msgid "The [Shape3D] is a [WorldMarginShape3D]." -#~ msgstr "Le [Shape3D] est un [WorldMarginShape3D]." - -#~ msgid "Default orientation on mobile devices." -#~ msgstr "Orientation par défaut sur les appareils mobiles." - -#~ msgid "Constructs a [Rect2] from a [Rect2i]." -#~ msgstr "Construit un [Rect2] à partir d’un [Rect2i]." - -#, fuzzy -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "" -#~ "Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " -#~ "chaîne de caractères donnée." - -#, fuzzy -#~ msgid "Shader is a sky shader." -#~ msgstr "Shader est un shader de ciel." - -#~ msgid "Low quality DOF blur." -#~ msgstr "Flou DOF de faible qualité." - -#~ msgid "Medium quality DOF blur." -#~ msgstr "Blur DOF de qualité moyenne." - -#~ msgid "Strength of the specular light effect of this [Sprite2D]." -#~ msgstr "Force de l’effet de lumière spéculaire de ce [Sprite2D]." - -#, fuzzy -#~ msgid "The specular map is used for more control on the shininess effect." -#~ msgstr "" -#~ "La carte spéculaire est utilisée pour mieux contrôler l'effet de " -#~ "brillance." - -#~ msgid "Constructs a new String from the given [Vector2i]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [Vector2i] donné." - -#~ msgid "Constructs a new String from the given [Rect2i]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [Rect2i] donné." - -#~ msgid "Constructs a new String from the given [Vector3i]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [Vector3i] donné." - -#~ msgid "Constructs a new String from the given [StringName]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [StringName] (nom " -#~ "de la chaîne de caractères) donné." - -#~ msgid "Constructs a new String from the given [Callable]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [Callable] donné." - -#~ msgid "Constructs a new String from the given [Signal]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du [Signal] (signal) " -#~ "donné." - -#~ msgid "Constructs a new String from the given [PackedInt64Array]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du " -#~ "[PackedInt64Array] donné." - -#~ msgid "Constructs a new String from the given [PackedFloat32Array]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du " -#~ "[PackedFloat32Array] donné." - -#~ msgid "Constructs a new String from the given [PackedFloat64Array]." -#~ msgstr "" -#~ "Construit une nouvelle chaîne de caractères à partir du " -#~ "[PackedFloat64Array] donné." - -#~ msgid "" -#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/" -#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if " -#~ "equal." -#~ msgstr "" -#~ "Effectue une comparaison sensible à la casse avec une autre chaîne de " -#~ "caractères. Retourne [code]-1[/code] si inférieur, [code]+1[/code] si " -#~ "supérieur, ou [code]0[/code] si égal." - -#~ msgid "If the string is a valid file path, returns the extension." -#~ msgstr "" -#~ "Si la chaîne de caractères est un chemin de fichier valide, retourne " -#~ "l'extension." - -#~ msgid "An optimized string type for unique names." -#~ msgstr "Un type de chaîne de caractères optimisé pour les noms uniques." - -#~ msgid "Creates a new [StringName] from the given [String]." -#~ msgstr "Crée un [StringName] à partir de la [String] donnée." - -#~ msgid "Cell can be checked." -#~ msgstr "La cellule peut être vérifiée." - -#~ msgid "This enabler will freeze [RigidBody3D] nodes." -#~ msgstr "Cet activateur permettra de geler les nœuds [RigidBody3D]." - -#~ msgid "Emitted when the VisibilityNotifier3D exits the screen." -#~ msgstr "Émis lorsque le VisibilityNotifier3D quitte l'écran." - -#~ msgid "Return the specified output's name." -#~ msgstr "Retourner le nom de la sortie spécifiée." - -#~ msgid "An integer scalar." -#~ msgstr "Un scalaire entier." - -#~ msgid "" -#~ "Computes the fractional part of the argument. Translates to [code]fract(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Calcule la partie fractionnaire de l’argument. Traduit en [code]fract(x)[/" -#~ "code] dans le langage Godot Shader." - -#, fuzzy -#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]." -#~ msgstr "Oppose le [code]x[/code] à l’aide de [code]-(x)[/code]." - -#, fuzzy -#~ msgid "" -#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -#~ "[code]acosh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Retourne l’arc-hyperbolique-cosine du paramètre. Traduit en [code]acosh(x)" -#~ "[/code] dans le langage Godot Shader." - -#~ msgid "" -#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "Convertit une quantité en radians en degrés. Traduit en [code]degrees(x)[/" -#~ "code] dans le langage Godot Shader." - -#~ msgid "" -#~ "Returns the inverse of the square root of the parameter. Translates to " -#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "Retourne l’inverse de la racine carrée du paramètre. Traduit en " -#~ "[code]inversesqrt(x)[/code] dans la langage de Godot Shader." - -#~ msgid "" -#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" -#~ "code])." -#~ msgstr "" -#~ "Trouve la valeur réciproque de la division 1 par [code]x[/code] (c.-à-d. " -#~ "[code]1 / x[/code])." - -#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." -#~ msgstr "" -#~ "Soustrait le scalaire [code]x[/code] de 1 (c.-à-d. [code]1 - x[/code])." - -#~ msgid "No hint used." -#~ msgstr "Pas d'indice utilisé." - -#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression." -#~ msgstr "" -#~ "Utilise trois opérandes pour calculer l'expression [code](a * b + c)[/" -#~ "code]." - -#~ msgid "A scalar type." -#~ msgstr "Un type scalaire." - -#~ msgid "A vector type." -#~ msgstr "Un type de vecteur." - -#~ msgid "An input source type." -#~ msgstr "Un type de source d'entrée." diff --git a/doc/translations/id.po b/doc/translations/id.po index b112a00f2d..5253d66a69 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -70130,10 +70130,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/it.po b/doc/translations/it.po index c1c34d3acb..489a50f456 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -70962,30 +70962,3 @@ msgid "" msgstr "" "Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " "è disabilitato." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Restituisce il coseno del parametro." - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Funzione d'interpolazione, basata sull'esponente. I valori delle curve " -#~ "sono: 0 è costante, 1 è lineare, da 0 a 1 è ease-in, 1+ è ease-out. I " -#~ "valori negativi sono in-out/out in." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "" -#~ "Ritorna [code]true[/code] if questo [Rect2i] ne racchiude completamente " -#~ "un altro." diff --git a/doc/translations/ja.po b/doc/translations/ja.po index 98e01ca229..1d44577847 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -73483,1102 +73483,3 @@ msgid "" msgstr "" "[code]true[/code]の場合、子ノードはソートされます。そうでなければソートは無効" "になります。" - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "与えられたポイントを含むよう拡大した [AABB] を返します。" - -#, fuzzy -#~ msgid "" -#~ "Returns a list of intersecting [Area]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "現在交差している [Area2D] のリストを返します。性能上の理由から (衝突はすべ" -#~ "て同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物" -#~ "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてくださ" -#~ "い。" - -#, fuzzy -#~ msgid "Emitted when the resource value was set and user clicked to edit it." -#~ msgstr "インスペクタでリソースが選択されたときに発信。" - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "組み込みテキストに使用されているラベルを返します。" - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "OK [Button] インスタンスを返します。" - -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "エディタの [FileSystemDock] インスタンスを返します。" - -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "エディタの [EditorInspector] インスタンスを返します。" - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "エディタの [ScriptEditor] インスタンスを返します。" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "与えられたフレームの [Texture2D] を返します。" - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "角度 [code]s[/code] のコサインをラジアンで返します。\n" -#~ "[codeblock]\n" -#~ "# 1 そして -1 と表示\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "指数によるイージング関数。曲線値: 0 は不変、1 は等速、0 から 1 の間はイー" -#~ "ズイン、1 より上はイーズアウトです。負の値はインアウト / アウトインになり" -#~ "ます。" - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "ひとつ又は複数の引数を、可能なかぎり最適な方法で文字列に変換してからコン" -#~ "ソールに表示します。\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # ab[1, 2, 3] と表示\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "与えられた範囲の配列を返します。Range は1つの引数 (0 から N-1)、2つの引数 " -#~ "(開始値, 終了値 - 1)、または3つの引数 (開始値, 終了値 - 1, 増加量) をとれ" -#~ "ます。\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "出力:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "正の無限大。負の無限大には -INF を使ってください。" - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "「Not a Number (数値でない)」、無効な値です。[code]NaN[/code]は、自分自身" -#~ "と等しくないなどの特殊な性質を持っています。0を0で割るなど、いくつかの無効" -#~ "な操作で出力されます。" - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "[Geometry3D] シングルトン。" - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "[GodotSharp] シングルトン。" - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "[NavigationServer2D] シングルトン。" - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "[PhysicsServer3D] シングルトン。" - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "[RenderingServer] シングルトン。" - -#~ msgid "Back key." -#~ msgstr "Backキー。" - -#~ msgid "Forward key." -#~ msgstr "Forwardキー。" - -#~ msgid "Stop key." -#~ msgstr "Stopキー。" - -#~ msgid "Refresh key." -#~ msgstr "Refreshキー。" - -#~ msgid "An invalid game controller button." -#~ msgstr "無効なゲームコントローラ ボタン。" - -#~ msgid "Game controller SDL button A." -#~ msgstr "ゲームコントローラ SDLボタンA。" - -#~ msgid "Game controller SDL button B." -#~ msgstr "ゲームコントローラ SDLボタンB。" - -#~ msgid "Game controller SDL button X." -#~ msgstr "ゲームコントローラ SDLボタンX。" - -#~ msgid "Game controller SDL button Y." -#~ msgstr "ゲームコントローラ SDLボタンY。" - -#~ msgid "Game controller SDL back button." -#~ msgstr "ゲームコントローラ SDLバックボタン。" - -#~ msgid "Game controller SDL start button." -#~ msgstr "ゲームコントローラ SDLスタートボタン。" - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "ゲームコントローラ SDL左スティックボタン。" - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "ゲームコントローラ SDL右スティックボタン。" - -#~ msgid "Game controller SDL D-pad up button." -#~ msgstr "ゲームコントローラ SDL 十字ボタン上。" - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "ゲームコントローラ SDL 十字ボタン下。" - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "ゲームコントローラ SDL 十字ボタン右。" - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "SDLゲームコントローラのボタンの数。" - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "" -#~ "SDLボタンAにマップされる、ソニーのデュアルショック コントローラ Xボタン。" - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "" -#~ "SDLボタンAにマップされる、ソニーのデュアルショック コントローラ ×ボタン。" - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "" -#~ "SDLボタンBにマップされる、ソニーのデュアルショック コントローラ ○ボタン。" - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "" -#~ "SDLボタンXにマップされる、ソニーのデュアルショック コントローラ □ボタン。" - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "" -#~ "SDLボタンYにマップされる、ソニーのデュアルショック コントローラ △ボタン。" - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "" -#~ "SDL backボタンにマップされる、ソニーのデュアルショック コントローラ セレク" -#~ "トボタン。" - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "" -#~ "SDL startボタンにマップされる、ソニーのデュアルショック コントローラ ス" -#~ "タートボタン。" - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "" -#~ "SDL guideボタンにマップされる、ソニーのデュアルショック コントローラ PSボ" -#~ "タン。" - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "" -#~ "SDL 左ショルダーボタンにマップされる、ソニーのデュアルショック コントロー" -#~ "ラ L1ボタン。" - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "" -#~ "SDL 右ショルダーボタンにマップされる、ソニーのデュアルショック コントロー" -#~ "ラ R1ボタン。" - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "" -#~ "SDL 左スティックボタンにマップされる、ソニーのデュアルショック コントロー" -#~ "ラ L3ボタン。" - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "" -#~ "SDL 右スティックボタンにマップされる、ソニーのデュアルショック コントロー" -#~ "ラ R3ボタン。" - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "SDLボタンAにマップされる、Xboxゲームコントローラ Aボタン。" - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "SDLボタンBにマップされる、Xboxゲームコントローラ Bボタン。" - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "SDLボタンXにマップされる、Xboxゲームコントローラ Xボタン。" - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "SDLボタンYにマップされる、Xboxゲームコントローラ Yボタン。" - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "SDL backボタンにマップされる、Xbox ゲーム コントローラ backボタン。" - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "" -#~ "SDL startボタンにマップされる、Xbox ゲーム コントローラ startボタン。" - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "SDL guideボタンにマップされる、Xboxゲームコントローラ homeボタン。" - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "" -#~ "SDL 左スティックボタンにマップされる、Xboxゲーム コントローラ 左スティック" -#~ "ボタン。" - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "" -#~ "SDL 右スティックボタンにマップされる、Xboxゲーム コントローラ 右スティック" -#~ "ボタン。" - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "" -#~ "SDL 左ショルダーボタンにマップされる、Xboxゲーム コントローラ 左バンパーボ" -#~ "タン。" - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "" -#~ "SDL 右ショルダーボタンにマップされる、Xboxゲーム コントローラ 右バンパーボ" -#~ "タン。" - -#~ msgid "The maximum number of game controller buttons." -#~ msgstr "ゲームコントローラ ボタンの最大数。" - -#~ msgid "An invalid game controller axis." -#~ msgstr "無効なゲームコントローラ軸。" - -#~ msgid "Game controller left joystick x-axis." -#~ msgstr "ゲームコントローラの左ジョイスティック x軸。" - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "ゲームコントローラの左ジョイスティック y軸。" - -#~ msgid "Game controller right joystick x-axis." -#~ msgstr "ゲームコントローラの右ジョイスティック x軸。" - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "ゲームコントローラの右ジョイスティック y軸。" - -#~ msgid "Game controller left trigger axis." -#~ msgstr "ゲームコントローラの左トリガー軸。" - -#~ msgid "Game controller right trigger axis." -#~ msgstr "ゲームコントローラの右トリガー軸。" - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "SDLゲームコントローラ軸の数。" - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "ゲームコントローラ ジョイスティック0 X軸。" - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "ゲームコントローラ ジョイスティック0 Y軸。" - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "ゲームコントローラ ジョイスティック1 X軸。" - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "ゲームコントローラ ジョイスティック1 Y軸。" - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "ゲームコントローラ ジョイスティック2 X軸。" - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "ゲームコントローラ ジョイスティック2 Y軸。" - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "ゲームコントローラ ジョイスティック3 X軸。" - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "ゲームコントローラ ジョイスティック3 Y軸。" - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "ゲームコントローラ ジョイスティック4 X軸。" - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "ゲームコントローラ ジョイスティック4 Y軸。" - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "ゲームコントローラ軸の最大数。" - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "" -#~ "エディタ内でプロパティをサブグループ (グループの下) にまとめてグループ化す" -#~ "るのに使用します。" - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "変数は [Vector2i] 型。" - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "変数は [Rect2i] 型。" - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "変数は [Vector3i] 型。" - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "変数は [StringName] 型。" - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "変数は [Callable] 型。" - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "変数は [Signal] 型。" - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "変数は [PackedInt32Array] 型。" - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "変数は [PackedInt64Array] 型。" - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "変数は [PackedFloat32Array] 型。" - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "変数は [PackedFloat64Array] 型。" - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "この [AnimatedSprite2D] のスペキュラ光エフェクトの強さ。" - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "このノードは、グラフのどんな副子ノードに対してもシーク命令を送ります。時間" -#~ "をセットした後は、値は -1 に戻ります。" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/ja/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "The name of the current animation, \"\" if not playing anything. When " -#~ "being set, does not restart the animation. See also [method play]." -#~ msgstr "" -#~ "現在のアニメーション名で、何も再生していなければ \"\" になります。これを設" -#~ "定しても、アニメーションは再スタートされません。[method play] も参照。" - -#~ msgid "" -#~ "If the currently being played animation changes, this signal will notify " -#~ "of such change." -#~ msgstr "" -#~ "現在再生中のアニメーションが変わった場合、このシグナルは変化を通知します。" - -#~ msgid "" -#~ "Returns an individual bit on the layer mask. Describes whether other " -#~ "areas will collide with this one on the given layer." -#~ msgstr "" -#~ "レイヤーマスク上の特定のビットを返します。指定したレイヤー上において、他の" -#~ "エリアがこのエリアと衝突するかどうかを表します。" - -#~ msgid "" -#~ "Returns an individual bit on the collision mask. Describes whether this " -#~ "area will collide with others on the given layer." -#~ msgstr "" -#~ "コリジョンマスク上の特定のビットを返します。指定したレイヤー上において、こ" -#~ "のエリアが他のエリアと衝突するかどうかを表します。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This makes getting an area " -#~ "in/out of only one layer easier." -#~ msgstr "" -#~ "レイヤーマスクの個々のビットを設定/消去します。これにより、1つのレイヤーの" -#~ "みにあるエリアを出し入れすることが容易になります。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This makes selecting the " -#~ "areas scanned easier." -#~ msgstr "" -#~ "コリジョンマスクの個々のビットを設定/消去します。これにより、スキャンする" -#~ "エリアの選択が容易になります。" - -#~ msgid "The physics layers this area scans to determine collision detection." -#~ msgstr "衝突検出を判定するためにこのエリアがスキャンする物理レイヤーです。" - -#~ msgid "Emitted when another area enters." -#~ msgstr "他のエリアが入ってくるときに発信されます。" - -#~ msgid "Emitted when another area exits." -#~ msgstr "他のエリアが出ていくときに発信されます。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which shapes overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "他のエリアが入ったときに、どのシェイプが重なったかを報告するために発信され" -#~ "ます。[code]shape_owner_get_owner(shape_find_owner(shape))[/code] は、" -#~ "[code]shape[/code]の所有者にとっての親オブジェクトを返します。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which shapes were overlapping." -#~ msgstr "" -#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの" -#~ "かを知らせます。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが入ってくるときに発信されます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス" -#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが出ていくときに発信されます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス" -#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが入ってくるときに発信され、どのシェイプがオーバーラップしたのか" -#~ "を知らせます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス" -#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの" -#~ "かを知らせます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス" -#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "General-purpose area node for detection and 3D physics influence." -#~ msgstr "3D物理作用の検出のために使う汎用のエリアノードです。" - -#~ msgid "" -#~ "Returns a list of intersecting [Area3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "現在交差している [Area3D] のリストを返します。性能上の理由から (衝突はすべ" -#~ "て同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物" -#~ "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてくださ" -#~ "い。" - -#~ msgid "" -#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "現在交差している [PhysicsBody3D] のリストを返します。性能上の理由から (衝" -#~ "突はすべて同時に処理されます)、このリストはオブジェクトが移動した直後では" -#~ "なく、物理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えて" -#~ "ください。" - -#~ msgid "" -#~ "If [code]true[/code], the given area overlaps the Area3D.\n" -#~ "[b]Note:[/b] The result of this test is not immediate after moving " -#~ "objects. For performance, list of overlaps is updated once per frame and " -#~ "before the physics step. Consider using signals instead." -#~ msgstr "" -#~ "[code]true[/code]の場合、与えられたエリアはこのArea3Dと重なっています。\n" -#~ "[b]注:[/b] このテストの結果は、オブジェクトを移動させた直後には得られませ" -#~ "ん。パフォーマンスのために、オーバーラップのリストはフレームごとに一度、物" -#~ "理ステップの前に更新されます。代わりにシグナルの使用を考えてください。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This simplifies editing this " -#~ "[Area3D]'s layers." -#~ msgstr "" -#~ "レイヤーマスクの個々のビットを設定/消去します。これにより、この[Area3D]の" -#~ "レイヤーを容易に編集できます。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This simplifies editing " -#~ "which [Area3D] layers this [Area3D] scans." -#~ msgstr "" -#~ "コリジョンマスクの個々のビットを設定/消去します。これにより、この[Area3D]" -#~ "がどの[Area3D]レイヤーをスキャンするのか容易に編集できます。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which areas overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "他のエリアが入ってきたときに、どのエリアが重なったのかを報告するために発信" -#~ "されます。[code]shape_owner_get_owner(shape_find_owner(shape))[/code] は、" -#~ "[code]shape[/code] の所有者にとっての親オブジェクトを返します。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which areas were overlapping." -#~ msgstr "" -#~ "他のエリアが出ていくとき、どのエリアが重なっているかを報告するため発信され" -#~ "ます。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが入ってくるときに発信されます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス" -#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが出ていくときに発信されます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス" -#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが入ってくるときに発信され、どのシェイプがオーバーラップしたのか" -#~ "を知らせます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス" -#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの" -#~ "かを知らせます。\n" -#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス" -#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付" -#~ "きのタイルを実質的な物理ボディとして登録します)。" - -#~ msgid "Constructs an array from a [PackedFloat64Array]." -#~ msgstr "[PackedFloat64Array] から配列を作成します。" - -#~ msgid "Constructs an array from a [PackedFloat32Array]." -#~ msgstr "[PackedFloat32Array] から配列を作成します。" - -#~ msgid "Constructs an array from a [PackedInt32Array]." -#~ msgstr "[PackedInt32Array] から配列を作成します。" - -#~ msgid "" -#~ "Returns the last element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "" -#~ "配列の最後の要素を返します。配列が空の場合は [code]null[/code] を返しま" -#~ "す。" - -#~ msgid "Removes the first occurrence of a value from the array." -#~ msgstr "配列から最初に出現する値を削除します。" - -#~ msgid "" -#~ "Returns the first element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "" -#~ "配列の最初の要素を返します。配列が空の場合は [code]null[/code] を返しま" -#~ "す。" - -#~ msgid "Returns a hashed integer value representing the array contents." -#~ msgstr "配列の内容を表すハッシュを整数値で返します。" - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "配列の先頭に要素を追加します。" - -#~ msgid "" -#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" -#~ "code]." -#~ msgstr "" -#~ "与えられた [code]id[/code] を持つ点のウェイトスケール [code]weight_scale[/" -#~ "code] を設定します。" - -#~ msgid "" -#~ "Packs multiple small textures in a single, bigger one. Helps to optimize " -#~ "video memory costs and render calls." -#~ msgstr "" -#~ "複数の小さなテクスチャを1つの大きなテクスチャにまとめます。ビデオメモリの" -#~ "コストとレンダーコールを最適化するのに役立ちます。" - -#~ msgid "" -#~ "[Texture2D] resource aimed at managing big textures files that pack " -#~ "multiple smaller textures. Consists of a [Texture2D], a margin that " -#~ "defines the border width, and a region that defines the actual area of " -#~ "the AtlasTexture." -#~ msgstr "" -#~ "複数の小さなテクスチャを詰め込んだ大きなテクスチャファイルを管理することを" -#~ "目的とする、[Texture2D] リソースです。これは、ひとつの [Texture2D]、境界線" -#~ "の幅を定義するマージン、AtlasTexture における実際のエリアを定義する範囲か" -#~ "ら構成されています。" - -#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)." -#~ msgstr "" -#~ "ピッチ値。0 (-1オクターブ) から16 (+16オクターブ) までの範囲で設定します。" - -#~ msgid "Plays an audio stream non-positionally." -#~ msgstr "オーディオストリームを非ポジショナルで再生します。" - -#~ msgid "Plays audio in 2D." -#~ msgstr "2Dでオーディオを再生します。" - -#~ msgid "Plays audio that dampens with distance from screen center." -#~ msgstr "画面中央からの距離により減衰するオーディオを再生します。" - -#~ msgid "" -#~ "Plays a sound effect with directed sound effects, dampens with distance " -#~ "if needed, generates effect of hearable position in space." -#~ msgstr "" -#~ "指向性音響効果をもつ音響効果を再生します。必要であれば距離に応じて減衰し、" -#~ "空間内における可聴位置効果を生み出します。" - -#~ msgid "Dampens audio above this frequency, in Hz." -#~ msgstr "この周波数(Hz)よりも上のオーディオを減衰させます。" - -#~ msgid "Decides in which step the Doppler effect should be calculated." -#~ msgstr "ドップラー効果をどちらのステップ時に計算するかを決定します。" - -#~ msgid "Factor for the attenuation effect." -#~ msgstr "減衰効果の係数です。" - -#~ msgid "No dampening of loudness according to distance." -#~ msgstr "距離によるラウドネスの減衰なし。" - -#~ msgid "Mix this audio in, even when it's out of range." -#~ msgstr "範囲外でもこの音声をミックス。" - -#~ msgid "Pause this audio when it gets out of range." -#~ msgstr "範囲外の時はこの音声を一時停止。" - -#~ msgid "The sample rate for mixing this audio." -#~ msgstr "このオーディオをミキシングするためのサンプルレートです。" - -#~ msgid "" -#~ "Focus access mode to use when switching between enabled/disabled (see " -#~ "[member Control.focus_mode] and [member disabled])." -#~ msgstr "" -#~ "有効 / 無効を切り替える際に使用するフォーカスアクセスモード ([member " -#~ "Control.focus_mode] と [member disabled] を参照)。" - -#~ msgid "" -#~ "If [code]true[/code], the button's state is pressed. Means the button is " -#~ "pressed down or toggled (if [member toggle_mode] is active)." -#~ msgstr "" -#~ "[code]true[/code] の場合、ボタンが押された状態になります。ボタンが押されて" -#~ "いるか、トグルされたことを意味します ([member toggle_mode] が有効な場合)。" - -#~ msgid "" -#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum " -#~ "TextureParam] for available slots." -#~ msgstr "" -#~ "[code]param[/code] で指定されたスロットのテクスチャを設定します。利用可能" -#~ "なスロットについては [enum TextureParam] を参照してください。" - -#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]." -#~ msgstr "" -#~ "オブジェクトがカメラへどう向くかをコントロールします。[enum " -#~ "BillboardMode] を参照してください。" - -#~ msgid "Distance at which the object fades fully and is no longer visible." -#~ msgstr "オブジェクトが完全に消えて見えなくなる距離です。" - -#~ msgid "" -#~ "Distance at which the object starts to fade. If the object is less than " -#~ "this distance away it will appear normal." -#~ msgstr "" -#~ "オブジェクトがフェードし始める距離です。オブジェクトがこの距離よりも小さい" -#~ "場合は正常に表示されます。" - -#~ msgid "" -#~ "If [code]true[/code], the refraction effect is enabled. Distorts " -#~ "transparency based on light from behind the object." -#~ msgstr "" -#~ "[code]true[/code]の場合、屈折効果が有効になります。オブジェクトの後ろから" -#~ "の光に基づいて透明度を歪めます。" - -#~ msgid "The strength of the refraction effect." -#~ msgstr "屈折効果の強さです。" - -#~ msgid "" -#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex " -#~ "lighting is faster, making it the best choice for mobile applications, " -#~ "however it looks considerably worse than per-pixel." -#~ msgstr "" -#~ "シェーディングをピクセル単位で行うか、バーテックス単位で行うかを設定しま" -#~ "す。バーテックス単位のライティングは高速なので、モバイル アプリケーション" -#~ "に最適ですが、ピクセル単位よりも非常に見栄えが悪くなります。" - -#~ msgid "" -#~ "If [code]true[/code], subsurface scattering will use a special mode " -#~ "optimized for the color and density of human skin." -#~ msgstr "" -#~ "[code]true[/code]の場合、サブサーフェス スキャタリングは人間の皮膚の色と密" -#~ "度に最適化された特別なモードを使用します。" - -#~ msgid "" -#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is " -#~ "calculated in world space rather than object local space. See also " -#~ "[member uv2_triplanar]." -#~ msgstr "" -#~ "[code]true[/code]の場合、[code]UV2[/code]のトリプラナーマッピングは、オブ" -#~ "ジェクトのローカル空間ではなく、ワールド空間で計算されます。[member " -#~ "uv2_triplanar]も参照してください。" - -#~ msgid "" -#~ "Texture specifying per-pixel transmittance for subsurface scattering." -#~ msgstr "" -#~ "ピクセル単位でサブサーフェス スキャタリングの透過率を指定するテクスチャで" -#~ "す。" - -#~ msgid "Texture specifying per-pixel backlight color." -#~ msgstr "ピクセル単位でバックライト色を指定するテクスチャです。" - -#~ msgid "Texture holding ambient occlusion, roughness, and metallic." -#~ msgstr "" -#~ "アンビエントオクルージョン、ラフネス、およびメタリックを保持するテクスチャ" -#~ "です。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering, but the texture will look pixelized." -#~ msgstr "" -#~ "最も近いピクセルからのみ読み込むテクスチャフィルタです。最もシンプルで速い" -#~ "フィルタリング方法ですが、 テクスチャはピクセル化されたように見えます。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels. Use this when you " -#~ "want to avoid a pixelated style, but do not want mipmaps." -#~ msgstr "" -#~ "最も近い4ピクセルの間をブレンドするテクスチャフィルタです。ピクセル化スタ" -#~ "イルは避けたいものの、 ミップマップは望まないときに使います。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "The fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "最も近いミップマップ中で最も近いピクセルから読み込むテクスチャフィルタで" -#~ "す。ミップマップを使ってテクスチャから読み取る方法の中では最速です。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -#~ "smooth out pixels that are far from the camera." -#~ msgstr "" -#~ "最も近い 4 つのピクセルと最も近い 2 つのミップマップの間でブレンドするテク" -#~ "スチャフィルタです。ミップマップはカメラから離れたピクセルを滑らかにするの" -#~ "に重要なので、 ほとんどの場合はこれを使います。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera." -#~ msgstr "" -#~ "最も近いピクセルから読み込みますが、サーフェスとカメラビュー間の角度に基づ" -#~ "いて1つのミップマップを選択するテクスチャフィルタです。これにより、カメラ" -#~ "とほぼ一致したサーフェスでのアーティファクトを低減します。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing." -#~ msgstr "" -#~ "最も近い4ピクセル間をブレンドし、サーフェスとカメラビュー間の角度に基づい" -#~ "てミップマップを選択するテクスチャフィルタです。これにより、カメラとほぼ一" -#~ "致しているサーフェスでのアーティファクトが低減されます。これはフィルタリン" -#~ "グオプションの中では最も遅いですが、最高品質のテクスチャリングが得られま" -#~ "す。" - -#~ msgid "The material will not use transparency." -#~ msgstr "マテリアルに透過率を使用しません。" - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "マテリアルの透過率にテクスチャのアルファ値を使用します。" - -#~ msgid "" -#~ "The material will cut off all values below a threshold, the rest will " -#~ "remain opaque." -#~ msgstr "" -#~ "マテリアルの閾値以下の値はすべてカットされ、残りの値は不透過のままになりま" -#~ "す。" - -#~ msgid "" -#~ "The material will use the texture's alpha value for transparency, but " -#~ "will still be rendered in the pre-pass." -#~ msgstr "" -#~ "マテリアルの透過率にテクスチャのアルファ値を使用しますが、レンダリングはプ" -#~ "リパス内のままで行われます。" - -#~ msgid "Represents the size of the [enum Transparency] enum." -#~ msgstr "[enum Transparency] enumのサイズを表します。" - -#~ msgid "The object will not receive shadows." -#~ msgstr "オブジェクトは影を受けません。" - -#~ msgid "" -#~ "The object will be shaded per pixel. Useful for realistic shading effect." -#~ msgstr "" -#~ "オブジェクトはピクセル単位でシェーディングされます。写実的なシェーディング" -#~ "エフェクト用に便利です。" - -#~ msgid "" -#~ "The object will be shaded per vertex. Useful when you want cheaper " -#~ "shaders and do not care about visual quality." -#~ msgstr "" -#~ "オブジェクトは頂点単位でシェーディングされます。より軽量なシェーダを使い、" -#~ "画質にはこだわらない場合に便利です。" - -#~ msgid "Represents the size of the [enum ShadingMode] enum." -#~ msgstr "[enum ShadingMode] enum のサイズを表します。" - -#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." -#~ msgstr "[member subsurf_scatter_transmittance_enabled] 設定用の定数です。" - -#~ msgid "Constant for setting [member backlight_enabled]." -#~ msgstr "[member backlight_enabled] 設定用の定数です。" - -#~ msgid "" -#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 " -#~ "range. If using one of the linear filtering modes, this can result in " -#~ "artifacts at the edges of a texture when the sampler filters across the " -#~ "edges of the texture." -#~ msgstr "" -#~ "UV 座標が 0-1 の範囲外にある場合にテクスチャを繰り返すようにします。リニア" -#~ "フィルタリングモードのひとつを使用している場合、サンプラーがテクスチャの端" -#~ "を横切ってフィルタリングするとき、テクスチャの端でアーティファクトが発生す" -#~ "ることがあります。" - -#~ msgid "" -#~ "Invert values read from a depth texture to convert them to height values " -#~ "(heightmap)." -#~ msgstr "" -#~ "深度テクスチャから読み込んだ値を反転させて、高さの値 (ハイトマップ) に変換" -#~ "します。" - -#~ msgid "" -#~ "Enables the skin mode for subsurface scattering which is used to improve " -#~ "the look of subsurface scattering when used for human skin." -#~ msgstr "" -#~ "サブサーフェス スキャタリングのスキンモードを有効にします。このモードは、" -#~ "サブサーフェススキャタリングを人間の皮膚に使用した場合で見た目を向上するた" -#~ "めに使用されます。" - -#~ msgid "" -#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." -#~ msgstr "2Dのポリゴン形状を押し出して、3Dのメッシュを作成するノードです。" - -#~ msgid "Material to use for the resulting mesh." -#~ msgstr "生成されるメッシュに使用するMaterial。" - -#~ msgid "" -#~ "If [code]true[/code] the u component of our uv will continuously increase " -#~ "in unison with the distance traveled along our path when [member mode] is " -#~ "[constant MODE_PATH]." -#~ msgstr "" -#~ "もし[code]true[/code]ならば、[member mode]が[constant MODE_PATH]の時、uvの" -#~ "u成分は、パスに沿って移動した距離と一致して連続的に増加します。" - -#~ msgid "" -#~ "Interval at which a new extrusion slice is added along the path when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "[member mode]が[constant MODE_PATH]のときに、パスに沿って新しい押し出しス" -#~ "ライスが追加される間隔。" - -#~ msgid "" -#~ "If [code]true[/code] the start and end of our path are joined together " -#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "[code]true[/code]の場合、パスの始点と終点が結合され、[member mode]が" -#~ "[constant MODE_PATH]のときに継ぎ目ができないようにします。" - -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "アクティブなカスタムモニターの名前を配列で返します。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "" -#~ "この [Rect2i] が、もうひとつを完全に内包している場合は [code]true[/code] " -#~ "を返します。" - -#~ msgid "" -#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Returns 4\n" -#~ "nearest_po2(4) # Returns 4\n" -#~ "nearest_po2(5) # Returns 8\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "整数 [code]value[/code] 以上で1 番近い2の冪数を返します。\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # 4 と返る\n" -#~ "nearest_po2(4) # 4 と返る\n" -#~ "nearest_po2(5) # 8 と返る\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a resource from the filesystem that is loaded during script " -#~ "parsing.\n" -#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a " -#~ "resource in the Assets Panel and choosing \"Copy Path\".\n" -#~ "[codeblock]\n" -#~ "# Load a scene called main located in the root of the project directory.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "ファイルシステムにあるリソースを、スクリプトのパース中に読み込みます。\n" -#~ "[b]注:[/b] リソースのパスは、ファイルシステム ドック内にあるリソースを右ク" -#~ "リックして「パスをコピー」を選べば得られます。\n" -#~ "[codeblock]\n" -#~ "# プロジェクト ディレクトリのルートにある main という名前のシーンを読み込" -#~ "む。\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a number smoothly interpolated between the [code]from[/code] and " -#~ "[code]to[/code], based on the [code]weight[/code]. Similar to [method " -#~ "lerp], but interpolates faster at the beginning and slower at the end.\n" -#~ "[codeblock]\n" -#~ "smoothstep(0, 2, 0.5) # Returns 0.15\n" -#~ "smoothstep(0, 2, 1.0) # Returns 0.5\n" -#~ "smoothstep(0, 2, 2.0) # Returns 1.0\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[code]from[/code] から [code]to[/code] の間を、[code]weight[/code] によっ" -#~ "てスムーズに補完して値を返します。[method lerp] と似ていますが、開始時はよ" -#~ "り進めて、最終時はより遅れて補完します。\n" -#~ "[codeblock]\n" -#~ "smoothstep(0, 2, 0.5) # 返り値は 0.15\n" -#~ "smoothstep(0, 2, 1.0) # 返り値は 0.5\n" -#~ "smoothstep(0, 2, 2.0) # 返り値は 1.0\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns the square root of [code]s[/code].\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # Returns 3\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[code]s[/code] の平方根を返します。\n" -#~ "[codeblock]\n" -#~ "sqrt(9) # 3 と返す\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Converts a Variant [code]var[/code] to JSON text and return the result. " -#~ "Useful for serializing data to store or send over the network.\n" -#~ "[codeblock]\n" -#~ "a = { \"a\": 1, \"b\": 2 }\n" -#~ "b = to_json(a)\n" -#~ "print(b) # {\"a\":1, \"b\":2}\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Variant [code]var[/code] をJSONテキストに変換してから返します。保存したり" -#~ "ネットワーク上で送信したりするためのデータをシリアライズする際に便利で" -#~ "す。\n" -#~ "[codeblock]\n" -#~ "a = { \"a\": 1, \"b\": 2 }\n" -#~ "b = to_json(a)\n" -#~ "print(b) # {\"a\":1, \"b\":2}\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Macro constant that expands to an expression of type float that " -#~ "represents a NaN.\n" -#~ "The NaN values are used to identify undefined or non-representable values " -#~ "for floating-point elements, such as the square root of negative numbers " -#~ "or the result of 0/0." -#~ msgstr "" -#~ "NaNを表現する浮動小数点数型として展開するマクロ定数。\n" -#~ "NaN値は、浮動小数点数の要素において、負数の平方根や 0/0 の結果といった、未" -#~ "定義または表現不能な値を識別するのに使います。" - -#~ msgid "Beginning corner." -#~ msgstr "始端。" - -#~ msgid "Size from position to end." -#~ msgstr "position から end までの大きさ。" diff --git a/doc/translations/ko.po b/doc/translations/ko.po index a2a5922697..677e4543b8 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -70346,14 +70346,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "매개변수의 코사인 값을 반환합니다." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 20c86878ed..e97241193e 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -69909,10 +69909,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 83feeaeacd..2bd722ea89 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -69944,10 +69944,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 4be7218e96..997d750b49 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -70539,50 +70539,3 @@ msgid "" msgstr "" "Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " "wyłączone." - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "Zwraca instancję edytora [ScriptEditor]." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Zwraca cosinus parametru." - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Funkcja wygładzania bazująca na wykładniku potęgi. Wartościami krzywej " -#~ "są: 0 jest stałe, 1 jest linearne, od 0 do 1 jest wgładzane, 1+ jest " -#~ "wygładzane. Negatywne wartości są in-out/out-in." - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Dodatnia nieskończoność. (Dla ujemnej nieskończoności, użyj -INF)." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "Singleton [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "Singleton [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "Singleton [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "Singleton [PhysicsServer3D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "Singleton [RenderingServer]." - -#~ msgid "Back key." -#~ msgstr "Klawisz cofnięcia." - -#~ msgid "Stop key." -#~ msgstr "Klawisz stop." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 6a862776c3..d516744447 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -71030,199 +71030,3 @@ msgid "" msgstr "" "Se [code]true[/code], os nós filhos são organizados, do contrário, a " "organização é desabilitada." - -#~ msgid "Returns the 2D world of the viewport." -#~ msgstr "Retorna o mundo 2D do viewport." - -#~ msgid "" -#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." -#~ msgstr "" -#~ "Retorna a barra de rolagem horizontal [HScrollBar] deste " -#~ "[ScrollContainer]." - -#~ msgid "" -#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." -#~ msgstr "" -#~ "Retorna a barra de rolagem vertical [VScrollBar] deste [ScrollContainer]." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Retorna o cosseno do parâmetro." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Retorna o cosseno do ângulo [code]s[/code] em radianos.\n" -#~ "[codeblock]\n" -#~ "# Imprime 1, então -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Função de atenuação, baseada no expoente. Os valores da curva são: 0 é " -#~ "constante, 1 é linear, 0 a 1 é atenuação, 1+ é atenuação. Os valores " -#~ "negativos estão dentro ou por fora." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Converte um ou mais argumentos para strings da melhor forma possível e " -#~ "imprime-os no console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Retorna uma lista com o intervalo especificado. Intervalo pode ser 1 " -#~ "argumento N (0 to N-1), dois argumentos (inicial, final-1) ou três " -#~ "argumentos (inicial, final-1, incremento).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Saída:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Infinito positivo. Para infinidade negativa, use -INF." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"Não é um Número\", um valor inválido. [code]NaN[/code] tem propriedades " -#~ "especiais, incluindo não ser igual a si mesmo. É gerado por algumas " -#~ "operações inválidas, como dividir zero por zero." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "O singleton [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "O singleton [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "O singleton [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "O singleton [PhysicsServer3D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "O singleton [RenderingServer]." - -#~ msgid "Back key." -#~ msgstr "Tecla Back." - -#~ msgid "Forward key." -#~ msgstr "Tecla Forward." - -#~ msgid "Stop key." -#~ msgstr "Tecla Stop." - -#~ msgid "Refresh key." -#~ msgstr "Tecla Refresh." - -#~ msgid "An invalid game controller button." -#~ msgstr "Um botão inválido de um controle." - -#~ msgid "Game controller SDL button B." -#~ msgstr "Botão B do controlador de jogo SDL." - -#~ msgid "Game controller SDL button X." -#~ msgstr "Botão X do controlador de jogo SDL." - -#~ msgid "Game controller SDL button Y." -#~ msgstr "Botão Y do controlador de jogo SDL." - -#~ msgid "Game controller SDL back button." -#~ msgstr "Botão voltar do controlador de jogo SDL." - -#~ msgid "Game controller SDL start button." -#~ msgstr "Botão de início do controlador de jogo SDL." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "O material usará os valores alfa da textura para transparência." - -#~ msgid "" -#~ "The material will use the texture's alpha value for transparency, but " -#~ "will still be rendered in the pre-pass." -#~ msgstr "" -#~ "O material usará o valor alfa da textura para transparência, mas ainda " -#~ "será renderizado na pré-passagem." - -#~ msgid "" -#~ "Sets the amount of dithering to use. Dithering helps reduce banding that " -#~ "appears from the smooth changes in color in the sky. Use the lowest value " -#~ "possible, higher amounts may add fuzziness to the sky." -#~ msgstr "" -#~ "Determina a quantidade de matização a usar. A matização (\"dithering\") " -#~ "ajuda a reduzir as faixas que aparecem nas mudanças suaves na cor do céu. " -#~ "Use o valor mais baixo possível, quantidades maiores poderão adicionar " -#~ "artefatos ao céu." diff --git a/doc/translations/ro.po b/doc/translations/ro.po index fbd61fd315..c00845d5c6 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -69904,10 +69904,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/ru.po b/doc/translations/ru.po index a39f095788..aa66d8c34f 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -72163,627 +72163,3 @@ msgid "" msgstr "" "Если [code]true[/code], дочерние узлы будут отсортированы, иначе сортировка " "будет отключена." - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "Возвращает расширенный [AABB], включающий данную точку." - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "Возвращает метку (Label), используемую для встроенного текста." - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "Возвращает экземпляр кнопки ([Button]) OK." - -#, fuzzy -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "Возвращает длину вектора." - -#, fuzzy -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "Возвращает длину вектора." - -#, fuzzy -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "Возвращает длину вектора." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Возвращает [Texture2D] заданного кадра." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Возвращает косинус угла [code]s[/code], заданного в радианах.\n" -#~ "[codeblock]\n" -#~ "# Печатает 1, а затем -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Функция плавности, основанная на экспоненте. Значения кривой: 0 — " -#~ "константа, 1 — линейная, от 0 до 1 — ease-in, 1+ — ease out. " -#~ "Отрицательные значения — in-out/out in." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Преобразует один или более аргумент в строки наилучшим возможным способом " -#~ "и печатает их в консоль.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Печатает ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Возвращает массив с заданным диапазоном. Диапазон может быть задан одним " -#~ "аргументом N (от 0 до N-1 вкл.), двумя аргументами (initial, final-1) или " -#~ "тремя аргументами (initial, final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Вывод:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "" -#~ "Положительная бесконечность. Для отрицательной бесконечности используйте -" -#~ "INF." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"Not a Number\", недопустимое значение. [code]NaN[/code] имеет особые " -#~ "свойства, в том числе то, что он не равен самому себе. Результат " -#~ "некоторых недопустимых операций, таких как деление нуля на ноль." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "Синглтон [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "Синглтон [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "Синглтон [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "Синглтон [PhysicsServer3D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "Синглтон [RenderingServer]." - -#~ msgid "Back key." -#~ msgstr "Клавиша Back." - -#~ msgid "Forward key." -#~ msgstr "Клавиша Forward." - -#~ msgid "Stop key." -#~ msgstr "Клавиша Stop." - -#~ msgid "Refresh key." -#~ msgstr "Клавиша Refresh." - -#, fuzzy -#~ msgid "An invalid game controller button." -#~ msgstr "Недопустимая кнопка игрового контроллера." - -#~ msgid "Game controller SDL button B." -#~ msgstr "Кнопка B игрового контроллера SDL." - -#~ msgid "Game controller SDL button X." -#~ msgstr "Кнопка X игрового контроллера SDL." - -#~ msgid "Game controller SDL button Y." -#~ msgstr "Кнопка Y игрового контроллера SDL." - -#~ msgid "Game controller SDL back button." -#~ msgstr "Кнопка Back игрового контроллера SDL." - -#~ msgid "Game controller SDL start button." -#~ msgstr "Кнопка Start игрового контроллера SDL." - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "Кнопка Left Stick игрового контроллера SDL." - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "Кнопка Right Stick игрового контроллера SDL." - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "Кнопка D-pad Down игрового контроллера SDL." - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "Кнопка D-pad Right игрового контроллера SDL." - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "Число кнопок игрового контроллера SDL." - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "" -#~ "Кнопка X игрового контроллера Sony DualShock, соответствует SDL-кнопке A." - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "" -#~ "Кнопка Cross игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке A." - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "" -#~ "Кнопка Circle игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке B." - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "" -#~ "Кнопка Square игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке X." - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "" -#~ "Кнопка Triangle игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке Y." - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "" -#~ "Кнопка Select игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке Back." - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "" -#~ "Кнопка Start игрового контроллера Sony DualShock, соответствует SDL-" -#~ "кнопке Start." - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "" -#~ "Кнопка PS игрового контроллера Sony DualShock, соответствует SDL-кнопке " -#~ "Guide." - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Кнопка L1 игрового контроллера Sony DualShock, соответствует SDL-кнопке " -#~ "Left Shoulder." - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "" -#~ "Кнопка R1 игрового контроллера Sony DualShock, соответствует SDL-кнопке " -#~ "Right Shoulder." - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "" -#~ "Кнопка L3 игрового контроллера Sony DualShock, соответствует SDL-кнопке " -#~ "Left Stick." - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "" -#~ "Кнопка R3 игрового контроллера Sony DualShock, соответствует SDL-кнопке " -#~ "Right Stick." - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "Кнопка A игрового контроллера Xbox, соответствует SDL-кнопке A." - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "Кнопка B игрового контроллера Xbox, соответствует SDL-кнопке B." - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "Кнопка X игрового контроллера Xbox, соответствует SDL-кнопке X." - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "Кнопка Y игрового контроллера Xbox, соответствует SDL-кнопке Y." - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "" -#~ "Кнопка Back игрового контроллера Xbox, соответствует SDL-кнопке Back." - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "" -#~ "Кнопка Start игрового контроллера Xbox, соответствует SDL-кнопке Start." - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "" -#~ "Кнопка Home игрового контроллера Xbox, соответствует SDL-кнопке Guide." - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "" -#~ "Кнопка Left Stick игрового контроллера Xbox, соответствует SDL-кнопке " -#~ "Left Stick." - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "" -#~ "Кнопка Right Stick игрового контроллера Xbox, соответствует SDL-кнопке " -#~ "Right Stick." - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "" -#~ "Кнопка Left Bumper игрового контроллера Xbox, соответствует SDL-кнопке " -#~ "Left Shoulder." - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "" -#~ "Кнопка Right Bumper игрового контроллера Xbox, соответствует SDL-кнопке " -#~ "Right Shoulder." - -#, fuzzy -#~ msgid "An invalid game controller axis." -#~ msgstr "Недопустимая ось игрового контроллера." - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "Ось Y левого джойстика игрового контроллера." - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "Ось Y правого джойстика игрового контроллера." - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "Число осей игрового контроллера SDL." - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "Ось X джойстика 0 игрового контроллера." - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "Ось Y джойстика 0 игрового контроллера." - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "Ось X джойстика 1 игрового контроллера." - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "Ось Y джойстика 1 игрового контроллера." - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "Ось X джойстика 2 игрового контроллера." - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "Ось Y джойстика 2 игрового контроллера." - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "Ось X джойстика 3 игрового контроллера." - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "Ось Y джойстика 3 игрового контроллера." - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "Ось X джойстика 4 игрового контроллера." - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "Ось Y джойстика 4 игрового контроллера." - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "Максимальное число осей игрового контроллера." - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "" -#~ "Используется для группировки свойств в редакторе в подгруппы (внутри " -#~ "группы)." - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "Переменная типа [Vector2i]." - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "Переменная типа [Rect2i]." - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "Переменная типа [Vector3i]." - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "Переменная типа [StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "Переменная типа [Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "Переменная типа [Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "Переменная типа [PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "Переменная типа [PackedInt64Array]." - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "Переменная типа [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "Переменная типа [PackedFloat64Array]." - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "Сила эффекта отражения [AnimatedSprite2D]." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "Constructs an array from a [PackedFloat64Array]." -#~ msgstr "Создаёт массив из [PackedFloat64Array]." - -#~ msgid "Constructs an array from a [PackedFloat32Array]." -#~ msgstr "Создаёт массив из [PackedFloat32Array]." - -#~ msgid "Constructs an array from a [PackedInt32Array]." -#~ msgstr "Создаёт массив из [PackedInt32Array]." - -#~ msgid "Removes the first occurrence of a value from the array." -#~ msgstr "Удаляет первое вхождение значения в массиве." - -#~ msgid "" -#~ "Returns the first element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "" -#~ "Возвращает первый элемент в массиве, или [code]null[/code] если массив " -#~ "пустой." - -#~ msgid "Returns a hashed integer value representing the array contents." -#~ msgstr "Возвращает целочисленный хеш представляющий содержимое массива." - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "Добавляет элемент в начало массива." - -#, fuzzy -#~ msgid "Sorts the elements of the array in ascending order." -#~ msgstr "Удаляет элемент из массива по индексу." - -#, fuzzy -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "Возвращает количество раз когда элемент встречается в массиве." - -#~ msgid "" -#~ "The seed used by the random number generator. A given seed will give a " -#~ "reproducible sequence of pseudo-random numbers.\n" -#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " -#~ "similar random streams given similar seeds. Consider using a hash " -#~ "function to improve your seed quality if they're sourced externally." -#~ msgstr "" -#~ "Зерно, используемое генератором случайных чисел. Данное зерно " -#~ "предоставляет воспроизводимую последовательность псевдослучайных чисел.\n" -#~ "[b]Примечание:[/b] ГСЧ не имеет лавинного эффекта, схожие зёрна могут " -#~ "давать схожие потоки случайных чисел. Используйте хеш-функцию для " -#~ "улучшения качества зёрен, полученных из внешних источников." - -#~ msgid "Vector used for 2D math using floating point coordinates." -#~ msgstr "" -#~ "Вектор используемый для 2D математики с использованием чисел с плавающей " -#~ "точкой." - -#~ msgid "Constructs a new [Vector2] from [Vector2i]." -#~ msgstr "Создаёт новый [Vector2] из [Vector2i]." - -#, fuzzy -#~ msgid "" -#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/" -#~ "code] vector, in radians.\n" -#~ "Equivalent to the result of [method @GDScript.atan2] when called with the " -#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/" -#~ "code]." -#~ msgstr "" -#~ "Возвращает угол вектор в радианах с учётом оси X, или вектора [code](1, 0)" -#~ "[/code].\n" -#~ "Аналогично результату [method @GDScript.atan2] который вызван с " -#~ "компонентами вектора [member x] и [member y] как параметры: " -#~ "[code]atan2(x, y)[/code]." - -#, fuzzy -#~ msgid "" -#~ "Returns the angle between the line connecting the two points and the X " -#~ "axis, in radians." -#~ msgstr "" -#~ "Возвращает угол в радианах между линией соединяющей две точки и X " -#~ "координату." - -#~ msgid "" -#~ "2-element structure that can be used to represent positions in 2D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector2] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. " -#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "2-компонентная структура которая используется для представления позиции в " -#~ "2D пространстве или любой другой пары числовых значений.\n" -#~ "Она использует целочисленные значения и поэтому предпочтительнее чем " -#~ "[Vector2] когда требуется точность.\n" -#~ "[b]Заметка:[/b] В контексте булевых значений, Vector2i будет преобразован " -#~ "в [code]false[/code] если он равен [code]Vector2i(0, 0)[/code]. Иначе, " -#~ "Vector2i всегда будет преобразован в [code]true[/code]." - -#~ msgid "" -#~ "Constructs a new [Vector2i] from [Vector2]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "" -#~ "Создаёт новый [Vector2i] из [Vector2]. Значения с плавающей точкой будут " -#~ "округлены." - -#~ msgid "Returns the ratio of [member x] to [member y]." -#~ msgstr "Возвращает соотношение [member x] к [member y]." - -#~ msgid "" -#~ "Returns the vector with each component set to one or negative one, " -#~ "depending on the signs of the components." -#~ msgstr "" -#~ "Возвращает вектор в котором все компоненты установлены в 1 или -1, в " -#~ "зависимости от знаков перед компонентами исходного вектора." - -#~ msgid "Vector used for 3D math using floating point coordinates." -#~ msgstr "" -#~ "Вектор используемый для 3D математики с использованием координат с " -#~ "плавающей точкой." - -#~ msgid "Constructs a new [Vector3] from [Vector3i]." -#~ msgstr "Формирует новый [Vector3] из [Vector3i]." - -#, fuzzy -#~ msgid "A vector type." -#~ msgstr "Единичный вектор." - -#~ msgid "" -#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Returns 4\n" -#~ "nearest_po2(4) # Returns 4\n" -#~ "nearest_po2(5) # Returns 8\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Возвращает ближайшую большую степень 2 для целого числа [code]value[/" -#~ "code].\n" -#~ "[codeblock]\n" -#~ "nearest_po2(3) # Возвращает 4\n" -#~ "nearest_po2(4) # Возвращает 4\n" -#~ "nearest_po2(5) # Возвращает 8\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a resource from the filesystem that is loaded during script " -#~ "parsing.\n" -#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a " -#~ "resource in the Assets Panel and choosing \"Copy Path\".\n" -#~ "[codeblock]\n" -#~ "# Load a scene called main located in the root of the project directory.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Возвращает ресурс из файловой системы, который загружается во время " -#~ "синтаксического анализа.\n" -#~ "[b]Примечание:[/b] Пути к ресурсам можно получить, щелкнув правой кнопкой " -#~ "мыши ресурс на панели активов (Asset) и выбрав \"Копировать путь\".\n" -#~ "[codeblock]\n" -#~ "# Загружает сцену с именем main, расположенную в корне каталога проекта.\n" -#~ "var main = preload(\"res://main.tscn\")\n" -#~ "[/codeblock]" - -#~ msgid "Returns the angle in radians between the two vectors." -#~ msgstr "Возвращает угол в радианах между двумя векторами." - -#~ msgid "" -#~ "Returns the 2-dimensional analog of the cross product with the given " -#~ "vector." -#~ msgstr "" -#~ "Возвращает 2-мерный аналог векторного произведения с указанным вектором." - -#~ msgid "" -#~ "Returns the component of the vector along a plane defined by the given " -#~ "normal." -#~ msgstr "" -#~ "Возвращает компоненты вектора вдоль плоскости определённой заданной " -#~ "нормалью." - -#~ msgid "Returns a perpendicular vector." -#~ msgstr "Возвращает перпендикулярный вектор." - -#~ msgid "Zero vector." -#~ msgstr "Нулевой вектор." - -#~ msgid "Infinity vector." -#~ msgstr "Бесконечный вектор." - -#~ msgid "Left unit vector." -#~ msgstr "Левый единичный вектор." - -#~ msgid "Right unit vector." -#~ msgstr "Правый единичный вектор." - -#~ msgid "Returns the cross product with [code]b[/code]." -#~ msgstr "Возвращает векторное произведение с [code]b[/code]." - -#~ msgid "" -#~ "Returns the squared distance to [code]b[/code]. Prefer this function over " -#~ "[method distance_to] if you need to sort vectors or need the squared " -#~ "distance for some formula." -#~ msgstr "" -#~ "Возвращает расстояние в квадрате до [code]b[/code]. Эта функция " -#~ "предпочтительнее чем [method distance_to] если вам нужно сортировать " -#~ "векторы или нужно расстояние в квадрате для какой-то формулы." - -#~ msgid "" -#~ "Returns the vector's length squared. Prefer this function over [method " -#~ "length] if you need to sort vectors or need the squared length for some " -#~ "formula." -#~ msgstr "" -#~ "Возвращает длину вектора в квадрате. Эта функция предпочтительнее чем " -#~ "[method length] если вам нужно сортировать вектора или нужна длина в " -#~ "квадрате для какой-то формулы." - -#~ msgid "" -#~ "Returns the result of the linear interpolation between this vector and " -#~ "[code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range " -#~ "of [code]0.0 - 1.0[/code], representing the amount of interpolation.." -#~ msgstr "" -#~ "Возвращает результат линейного сглаживания между этим вектором и [code]b[/" -#~ "code] на значение [code]t[/code]. [code]t[/code] это диапазон [code]0.0 - " -#~ "1.0[/code], представляющий силу сглаживания.." - -#~ msgid "Returns a diagonal matrix with the vector as main diagonal." -#~ msgstr "Возвращает диагональную матрицу с вектором на главной диагонали." - -#~ msgid "Forward unit vector." -#~ msgstr "Передний единичный вектор." - -#~ msgid "Back unit vector." -#~ msgstr "Задний единичный вектор." diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 87f26be3e6..46700aa07a 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -69896,10 +69896,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index f28badf4cf..4ce527d317 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -69906,10 +69906,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/th.po b/doc/translations/th.po index 3e3a8dc234..8bf7ad00d1 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -70083,20 +70083,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "คืนค่าการกำหนดค่าของลำโพง" - -#~ msgid "Back key." -#~ msgstr "ปุ่ม" - -#~ msgid "Stop key." -#~ msgstr "ปุ่ม" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/tr.po b/doc/translations/tr.po index dd4f63547f..417c056df1 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -70805,131 +70805,3 @@ msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Parametrenin kosinüsünü döndürür." - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[code]s[/code] açısının kosinüs değerini radyan cinsinden döndürür.\n" -#~ "[codeblock]\n" -#~ "# Önce 1 sonra -1 yazdırır\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Geçiş işlevi, üstel ifadeye dayalı. Eğri değerleri: 0 sabit, 1 doğrusal, " -#~ "0 dan 1 e giriş, 1+ ise çıkış. Negatif değerler giriş-çıkış/çıkış-giriş " -#~ "içindir." - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Bir veya daha fazla argümanı mümkün olan en iyi şekilde karakter dizisi " -#~ "(string) türüne dönüştürür ve onları sırasıyla konsola yazdırır.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # ekran çıktısı: ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "Verilen aralık parametrelerini kullanarak bir dizi döndürür. " -#~ "Range(aralık) argümanları, bir tane N sayısı (0'dan N-1'e kadar sonucunu " -#~ "verir), iki argüman başlangıç ve son (ilk, son-1 aralığı) seklinde ve üç " -#~ "argüman , başlangıç, son ve artış miktarı (ilk, son-1, artış) şeklinde " -#~ "olabilir.\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Pozitif sonsuzluk. Negatif sonsuzluk için -INF kullanın." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"Sayı Değil\", geçersiz bir değer. [code]NaN[/code] kendine eşit " -#~ "olmaması da dahil olmak üzere özel niteliklere sahiptir. Sıfırın sıfıra " -#~ "bölünmesi gibi bazı geçersiz işlemlerde çıktı olarak alınır." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "[Geometry3D] tekil nesnesi." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "[GodotSharp] tekil nesnesi." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "[NavigationServer2D] tekil nesnesi." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/uk.po b/doc/translations/uk.po index c6bd9d1ad4..82207d5e14 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -70127,14 +70127,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Повертає косинус параметра." - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/uk/latest/getting_started/step_by_step/" -#~ "animations.html" diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 351b99564c..8d363c0b02 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -70217,81 +70217,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "Trả về [Texture2D] của khung hình được cho." - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Hàm hiệu ứng, dựa trên luỹ thừa. Những giá trị hiệu ứng: 0 là hằng số, 1 " -#~ "là tuyến tính, 0 tới 1 là chậm dần, 1+ là nhanh dần. Giá trị âm là nhanh-" -#~ "chậm-nhanh/chậm-nhanh-chậm." - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "Dương vô cùng. Hãy dùng -INF cho âm vô cùng." - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "\"Không Phải Số\", một giá trị bất hợp lệ. [code]NaN[/code] có một số đặc " -#~ "tính, một trong đó là nó không tự bằng chính mình. Đây là kết quả của một " -#~ "vài phép toán không hợp lệ, ví dụ như không chia không." - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "Đơn Nhất [Geometry3D]." - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "Đơn Nhất [GodotSharp]." - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "Đơn Nhất [NavigationServer2D]." - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "Đơn Nhất [PhysicsServer3D]." - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "Đơn Nhất [RenderingServer]." - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "" -#~ "Biến thuộc kiểu [Vector2i] (Vector 2 chiều dùng tọa độ là số nguyên)." - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "Biến thuộc kiểu [Rect2i] (hình chữ nhật dùng tọa độ là số nguyên)." - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "" -#~ "Biến thuộc kiểu [Vector3i] (Vector 3 chiều dùng tọa độ là số nguyên)." - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "Biến thuộc kiểu [StringName] (xâu biểu diễn tên độc nhất)." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "Biến thuộc kiểu [Callable] (vật hàm)." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "Biến thuộc kiểu [Signal] (tín hiệu)." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "" -#~ "Biến thuộc kiểu [PackedInt32Array] (mảng chuyên chứa số nguyên 32 bit)." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "" -#~ "Biến thuộc kiểu [PackedInt64Array] (mảng chuyên chứa số nguyên 64 bit)." - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "" -#~ "Biến thuộc kiểu [PackedFloat32Array] (mảng chuyên chứa số thập phân 32 " -#~ "bit)." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "" -#~ "Biến thuộc kiểu [PackedFloat64Array] (mảng chuyên chứa số thập phân 64 " -#~ "bit)." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index d315161344..4fdc48202c 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -86331,6079 +86331,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。" - -#~ msgid "" -#~ "Button's icon, if text is present the icon will be placed before the text." -#~ msgstr "按钮的图标,如果有文字,图标将放在文字之前。" - -#~ msgid "Edits the given [Resource]." -#~ msgstr "编辑给定的[Resource]。" - -#~ msgid "" -#~ "Appends [code]string[/code] to the file without a line return, encoding " -#~ "the text as UTF-8." -#~ msgstr "将 [code]string[/code] 附加到文件而不返回行,将文本编码为 UTF-8。" - -#~ msgid "" -#~ "Returns an array listing the groups that the node is a member of.\n" -#~ "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/" -#~ "i] guaranteed. The order of node groups should not be relied upon as it " -#~ "can vary across project runs." -#~ msgstr "" -#~ "返回一个数组,列出节点所属的组。\n" -#~ "[b]注:[/b]出于性能原因,节点组的顺序是[i]不[/i]确定的。不应依赖节点组的顺" -#~ "序,因为它可能因项目运行而异。" - -#~ msgid "" -#~ "Replaces a node in a scene by the given one. Subscriptions that pass " -#~ "through this node will be lost." -#~ msgstr "" -#~ "用给定的节点替换一个场景中的节点。经过该节点传递的事件订阅将会丢失。" - -#~ msgid "RigidBody's rotational velocity." -#~ msgstr "刚体的旋转速度。" - -#~ msgid "" -#~ "Sets the active tab's [code]visible[/code] property to the value " -#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n" -#~ "Ignores non-[Control] children." -#~ msgstr "" -#~ "将活动选项卡的 [code]visible[/code] 属性设为 [code]true[/code],其他所有子" -#~ "节点则设为 [code]false[/code]。\n" -#~ "会忽略非 [Control] 子节点。" - -#~ msgid "" -#~ "Inverse-transforms the given [Vector3], [Plane], [AABB], or " -#~ "[PoolVector3Array] by this transform." -#~ msgstr "" -#~ "通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行逆变" -#~ "换。" - -#~ msgid "" -#~ "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " -#~ "this transform." -#~ msgstr "" -#~ "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行逆变换。" - -#~ msgid "Returns the 2D world of the viewport." -#~ msgstr "返回视窗的2D世界。" - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "返回被扩展至包含指定点的该 [AABB]。" - -#~ msgid "" -#~ "Applies morphological dilation to the bitmap. The first argument is the " -#~ "dilation amount, Rect2 is the area where the dilation will be applied." -#~ msgstr "在位图上应用形态扩展。第一个参数是扩展量,Rect2是要应用扩展的区域。" - -#~ msgid "Returns the [Physics2DDirectBodyState] of the body." -#~ msgstr "返回物体的[Physics2DDirectBodyState]。" - -#~ msgid "Returns the [PhysicsDirectBodyState] of the body." -#~ msgstr "返回物体的[PhysicsDirectBodyState]。" - -#~ msgid "" -#~ "Output latency in milliseconds for audio. Lower values will result in " -#~ "lower audio latency at the cost of increased CPU usage. Low values may " -#~ "result in audible cracking on slower hardware." -#~ msgstr "" -#~ "音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,但代价是CPU使用率增" -#~ "加。较低的值可能会导致较慢硬件上的声音破裂。" - -#~ msgid "Returns this [Rect2] expanded to include a given point." -#~ msgstr "返回包含给定点的此 [Rect2] 的扩展。" - -#~ msgid "Returns [code]true[/code] if the [Rect2] contains a point." -#~ msgstr "如果 [Rect2] 包含点,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Append vertices from a given [Mesh] surface onto the current vertex array " -#~ "with specified [Transform]." -#~ msgstr "将给定 [Mesh] 表面的顶点附加到具有指定 [Transform] 的当前顶点数组。" - -#~ msgid "" -#~ "Returns a list of intersecting [Area]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列" -#~ "表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来" -#~ "代替。" - -#~ msgid "Emitted when the resource value was set and user clicked to edit it." -#~ msgstr "在设置资源值并且用户单击以对其进行编辑时发出。" - -#~ msgid "" -#~ "OpenGL texture format [code]RED[/code] with a single component and a " -#~ "bitdepth of 8." -#~ msgstr "OpenGL纹理格式[code]RED[/code],具有单一分量,位深为8。" - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "返回用于内置文本的标签。" - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "返回OK [Button]实例。" - -#~ msgid "Returns the [ColorPicker] that this node toggles." -#~ msgstr "返回此节点切换的[ColorPicker]。" - -#~ msgid "Returns the cancel button." -#~ msgstr "返回取消按钮。" - -#~ msgid "" -#~ "Returns the [code]VBoxContainer[/code] used to display the file system." -#~ msgstr "返回用于显示文件系统的 [code]VBoxContainer[/code] 。" - -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "返回编辑器的[FileSystemDock]实例。" - -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "返回编辑器的[EditorInspector]实例。" - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "返回编辑器的[ScriptEditor]实例。" - -#~ msgid "Returns the LineEdit for the selected file." -#~ msgstr "返回所选文件的LineEdit。" - -#~ msgid "" -#~ "Returns the vertical box container of the dialog, custom controls can be " -#~ "added to it." -#~ msgstr "返回对话框的垂直框容器,可以在其中添加自定义控件。" - -#~ msgid "Returns the [Object] ID associated with the list." -#~ msgstr "返回与列表相关的[Object]对象ID。" - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [LineEdit]." -#~ msgstr "" -#~ "返回此[LineEdit]的[PopupMenu]。默认情况下,右键单击[LineEdit]时显示此菜" -#~ "单。" - -#~ msgid "Returns the [PopupMenu] contained in this button." -#~ msgstr "返回该按钮中包含的[PopupMenu]。" - -#~ msgid "" -#~ "Removes a child node. The node is NOT deleted and must be deleted " -#~ "manually." -#~ msgstr "移除一个子节点。该节点不会被删除,必须手动删除。" - -#~ msgid "Returns the vertical scrollbar." -#~ msgstr "返回垂直滚动条。" - -#~ msgid "" -#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." -#~ msgstr "返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。" - -#~ msgid "" -#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." -#~ msgstr "返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。" - -#~ msgid "" -#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -#~ "access properties and methods of [LineEdit]." -#~ msgstr "" -#~ "从此 [SpinBox] 返回 [LineEdit] 实例。您可以使用它来访问 [LineEdit] 的属性" -#~ "和方法。" - -#~ msgid "" -#~ "Returns the [Popup] node instance if one has been set already with " -#~ "[method set_popup]." -#~ msgstr "" -#~ "如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。" - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [TextEdit]." -#~ msgstr "" -#~ "返回此 [TextEdit] 的 [PopupMenu]。默认情况下,右键单击 [TextEdit] 时会显示" -#~ "此菜单。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Thread] is currently active. An active " -#~ "[Thread] cannot start work on a new method but can be joined with [method " -#~ "wait_to_finish]." -#~ msgstr "" -#~ "如果这个[Thread]线程当前处于激活状态,返回[code]true[/code]。一个激活的" -#~ "[Thread]不能在一个新方法上开始运行,但可以与[method wait_to_finish]一起。" - -#~ msgid "Wait time in seconds." -#~ msgstr "以秒为单位的等待时间。" - -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "返回关闭的[TextureButton]。" - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回弧度角 [code]s[/code] 的余弦值。\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "缓动函数,基于指数。曲线值是:0是常量,1是线性,0到1是缓入,1+是缓出。负值" -#~ "是in-out / out in。" - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "以尽可能最佳的方式将一个或多个参数转换为字符串,并将其打印到控制台。\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回具有给定范围的数组。范围可以是1个自变量N(0到N-1),两个自变量(初始," -#~ "final-1)或三个自变量(初始,final-1,增量)。\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "正无穷大。对于负无穷大,请使用-INF。" - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "“非数字”,无效值。[code]NaN[/code] 具有特殊的属性,包括不等于其自身。它是" -#~ "通过一些无效操作输出的,例如零除零。" - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "[Geometry3D] 单例。" - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "[GodotSharp] 单例。" - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "[NavigationServer2D] 单例。" - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "[PhysicsServer3D] 单例。" - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "[RenderingServer]单例。" - -#~ msgid "Back key." -#~ msgstr "Back 键。" - -#~ msgid "Forward key." -#~ msgstr "Forward 键。" - -#~ msgid "Stop key." -#~ msgstr "Stop 键。" - -#~ msgid "Refresh key." -#~ msgstr "刷新键。" - -#~ msgid "An invalid game controller button." -#~ msgstr "无效的游戏控制器按钮。" - -#~ msgid "Game controller SDL button B." -#~ msgstr "游戏控制器 SDL 按钮 B。" - -#~ msgid "Game controller SDL button X." -#~ msgstr "游戏控制器 SDL 按钮 X。" - -#~ msgid "Game controller SDL button Y." -#~ msgstr "游戏控制器 SDL 按钮 Y。" - -#~ msgid "Game controller SDL back button." -#~ msgstr "游戏控制器 SDL 返回按钮。" - -#~ msgid "Game controller SDL start button." -#~ msgstr "游戏控制器 SDL 开始按钮。" - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "游戏控制器 SDL 左摇杆按钮。" - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "游戏控制器 SDL 右摇杆按钮。" - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "游戏控制器 SDL 方向下按钮。" - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "游戏控制器 SDL 方向右按钮。" - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "SDL 游戏控制器的按钮数量。" - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "Sony DualShock 控制器 X 按钮映射到 SDL 按钮A。" - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "Sony DualShock controller X 按钮映射到 SDL 按钮 A 。" - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "Sony DualShock 控制器圆圈按钮映射到 SDL 按钮 B。" - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "Sony DualShock 控制器方框按钮映射到 SDL 按钮 X。" - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "Sony DualShock 控制器三角按钮映射到 SDL 按钮 Y 。" - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "Sony DualShock 控制器选择按钮映射到 SDL 返回按钮。" - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "Sony DualShock 控制器开始按钮映射到 SDL 开始按钮。" - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "Sony DualShock 控制器 PS 按钮映射到 SDL 向导按钮。" - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "Sony DualShock 控制器 L1 按钮映射到 SDL 左肩按钮。" - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "Sony DualShock 控制器 R1 按钮映射到 SDL 右肩按钮。" - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "Sony DualShock 控制器 L3 按钮映射到 SDL 左摇杆按钮。" - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "Sony DualShock 控制器 R3 按钮映射到 SDL 右摇杆按钮。" - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "Xbox 控制器 A 按钮映射到 SDL 按钮 A 。" - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "Xbox 控制器 B 按钮映射到 SDL 按钮 B。" - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 X。" - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 Y 。" - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "Xbox 控制器返回按钮映射到 SDL 返回按钮。" - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "Xbox 控制器开始按钮映射到 SDL 开始按钮。" - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "Xbox 控制器 Home 按钮映射到 SDL 向导按钮。" - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "Xbox 控制器左摇杆按钮映射到 SDL 左摇杆按钮。" - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "Xbox 控制器右摇杆按钮映射到 SDL 右摇杆按钮。" - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "Xbox 控制器左肩按钮映射到 SDl 左键按钮。" - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "Xbox 控制器右肩按钮映射到 SDL 右肩按钮。" - -#~ msgid "An invalid game controller axis." -#~ msgstr "无效的游戏控制器轴。" - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "游戏控制器左摇杆Y轴。" - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "游戏控制器右摇杆Y轴。" - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "SDL 游戏控制器轴的数量。" - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "游戏控制器摇杆0的X轴。" - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "游戏控制器摇杆0的Y轴。" - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "游戏控制器摇杆1的X轴。" - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "游戏控制器摇杆1的Y轴。" - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "游戏控制器摇杆2的X轴。" - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "游戏控制器摇杆2的Y轴。" - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "游戏控制器摇杆3的X轴。" - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "游戏控制器摇杆3的Y轴。" - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "游戏控制器摇杆4的X轴。" - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "游戏控制器摇杆4的Y轴。" - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "游戏控制器轴数量的最大值。" - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "用于将编辑器中的属性分组为一个子组。" - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "变量类型为[Vector2i]。" - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "变量类型为[Rect2i]。" - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "变量类型为[Vector3i]。" - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "变量的类型为[StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "变量的类型为[Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "变量的类型为[Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "变量的类型为[PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "变量的类型为[PackedInt64Array]。" - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "变量的类型为 [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "变量的类型为[PackedFloat64Array]。" - -#~ msgid "" -#~ "AABB consists of a position, a size, and several utility functions. It is " -#~ "typically used for fast overlap tests." -#~ msgstr "" -#~ "AABB包含了一个位置、一个大小和一些实用的函数。它通常被用于快速的碰撞检测。" - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "此[AnimatedSprite2D]的镜面反射光效果的强度。" - -#~ msgid "The color of the specular light effect." -#~ msgstr "镜面反射光效果的颜色。" - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "此节点可用于在图中的任意子节点中引发一个seek指令。设置时间后,该值变回-1。" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "The name of the current animation, \"\" if not playing anything. When " -#~ "being set, does not restart the animation. See also [method play]." -#~ msgstr "" -#~ "当前动画的名称,如果没有播放任何动画,则为\"\"。当被设置时,不重启动画。参" -#~ "见[播放方法]。" - -#~ msgid "" -#~ "If the currently being played animation changes, this signal will notify " -#~ "of such change." -#~ msgstr "如果当前正在播放的动画发生变化,该信号将通知该变化。" - -#~ msgid "" -#~ "Returns an individual bit on the layer mask. Describes whether other " -#~ "areas will collide with this one on the given layer." -#~ msgstr "" -#~ "返回层遮罩上的单独一位。描述在该层上,其它区域是否会与本区域发生碰撞。" - -#~ msgid "" -#~ "Returns an individual bit on the collision mask. Describes whether this " -#~ "area will collide with others on the given layer." -#~ msgstr "" -#~ "返回碰撞遮罩上的单独一位。描述在该层上,本区域是否会与其它区域发生碰撞。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This makes getting an area " -#~ "in/out of only one layer easier." -#~ msgstr "" -#~ "设置/清除图层蒙版上的各个位。这使得只进入/离开一个图层的区域变得更容易。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This makes selecting the " -#~ "areas scanned easier." -#~ msgstr "设置/清除碰撞掩模上的各个位。这使得选择扫描的区域更加容易。" - -#~ msgid "The physics layers this area scans to determine collision detection." -#~ msgstr "物理层这个区域扫描确定碰撞检测。" - -#~ msgid "Emitted when another area enters." -#~ msgstr "当另一个区域进入时发出。" - -#~ msgid "Emitted when another area exits." -#~ msgstr "当另一个区域退出时发出。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which shapes overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "当另一个区域进入时发出,报告哪些形状重叠。 [code] " -#~ "shape_owner_get_owner(shape_find_owner(shape))[/code]returns[code] " -#~ "shape [/code]的所有者的父对象。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which shapes were overlapping." -#~ msgstr "当另一个区域退出时发出,报告哪些形状是重叠的。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发射。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody2D]或 [TileMap]实例(虽然TileMaps" -#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody2D]或[TileMap]实例(虽然TileMaps" -#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当一个物理体进入时发出,报告哪些形状是重叠的。\n" -#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当一个物理体退出时发出,报告哪些形状是重叠的。\n" -#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。" - -#~ msgid "General-purpose area node for detection and 3D physics influence." -#~ msgstr "检测和3D物理影响的通用区域节点。" - -#~ msgid "" -#~ "Returns a list of intersecting [Area3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回相交的 [Area2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表不会" -#~ "在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" - -#~ msgid "" -#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回相交的 [PhysicsBody2D] 的列表。由于性能原因(碰撞都是同时处理的),该" -#~ "列表不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信" -#~ "号。" - -#~ msgid "" -#~ "If [code]true[/code], the given area overlaps the Area3D.\n" -#~ "[b]Note:[/b] The result of this test is not immediate after moving " -#~ "objects. For performance, list of overlaps is updated once per frame and " -#~ "before the physics step. Consider using signals instead." -#~ msgstr "" -#~ "如果[code]true[/code],则给定区域与Area3D重叠。\n" -#~ "[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧" -#~ "更新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This simplifies editing this " -#~ "[Area3D]'s layers." -#~ msgstr "设置/清除图层蒙版上的各个位。这样可以简化编辑这个[Area3D]的图层。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This simplifies editing " -#~ "which [Area3D] layers this [Area3D] scans." -#~ msgstr "" -#~ "设置/清除碰撞掩模上的各个位。这可以简化编辑该[Area3D]扫描的[Area3D]图层。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which areas overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "当另一个区域进入时发出,报告哪些区域重叠。" -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/" -#~ "code]returns[code]shape[/code]的所有者的父对象。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which areas were overlapping." -#~ msgstr "当另一个区域退出时发出,报告哪些区域是重叠的。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发射。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMap本" -#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps" -#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发出,报告哪些形状重叠。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps" -#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出,报告哪些形状重叠。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(尽管GridMap本" -#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "Constructs an array from a [PackedFloat64Array]." -#~ msgstr "从 [PackedFloat64Array] 构造数组。" - -#~ msgid "Constructs an array from a [PackedFloat32Array]." -#~ msgstr "从 [PackedFloat32Array] 构造数组。" - -#~ msgid "Constructs an array from a [PackedInt32Array]." -#~ msgstr "从 [PackedInt32Array] 构造数组。" - -#~ msgid "" -#~ "Returns the last element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "返回数组的最后一个元素。该数组为空时,返回 [code]null[/code]。" - -#~ msgid "Removes the first occurrence of a value from the array." -#~ msgstr "删除数组中首次出现的该值。" - -#~ msgid "" -#~ "Returns the first element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "返回数组中的首个元素,数组为空时返回 [code]null[/code]。" - -#~ msgid "Returns a hashed integer value representing the array contents." -#~ msgstr "返回数组内容的整数哈希值。" - -#~ msgid "" -#~ "Inserts a new element at a given position in the array. The position must " -#~ "be valid, or at the end of the array ([code]pos == size()[/code])." -#~ msgstr "" -#~ "在指定位置插入新元素。位置必须有效,或者位于数组结尾([code]pos == size()" -#~ "[/code])。" - -#~ msgid "" -#~ "Removes and returns the first element of the array. Returns [code]null[/" -#~ "code] if the array is empty." -#~ msgstr "删除并返回数组中的首个元素。数组为空时,返回 [code]null[/code]。" - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "在数组的开头添加一个元素。" - -#~ msgid "" -#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" -#~ "code]." -#~ msgstr "为具有给定[code] id [/code]的点设置[code] weight_scale [/code]。" - -#~ msgid "" -#~ "Packs multiple small textures in a single, bigger one. Helps to optimize " -#~ "video memory costs and render calls." -#~ msgstr "" -#~ "将多个小纹理打包成一个更大的纹理。有助于优化视频存储成本和渲染调用。" - -#~ msgid "" -#~ "[Texture2D] resource aimed at managing big textures files that pack " -#~ "multiple smaller textures. Consists of a [Texture2D], a margin that " -#~ "defines the border width, and a region that defines the actual area of " -#~ "the AtlasTexture." -#~ msgstr "" -#~ "[Texture2D]资源,旨在管理包含多个较小纹理的大纹理文件。由一个[Texture2D]、" -#~ "一个定义边界宽度的边框和一个定义AtlasTexture实际面积的区域组成。" - -#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)." -#~ msgstr "音高值。范围可以从0(-1个八度)到16(+16个八度)。" - -#~ msgid "Plays an audio stream non-positionally." -#~ msgstr "非定位地播放音频流。" - -#~ msgid "Plays audio in 2D." -#~ msgstr "以2D方式播放音频。" - -#~ msgid "Plays audio that dampens with distance from screen center." -#~ msgstr "播放的音频会随着与屏幕中心的距离而减弱。" - -#~ msgid "" -#~ "Plays a sound effect with directed sound effects, dampens with distance " -#~ "if needed, generates effect of hearable position in space." -#~ msgstr "" -#~ "播放带有指向性的声音效果,根据需要随距离的远近而衰减,在空间中产生可听的位" -#~ "置效果。" - -#~ msgid "Dampens audio above this frequency, in Hz." -#~ msgstr "抑制高于该频率的音频,单位为Hz。" - -#~ msgid "Decides in which step the Doppler effect should be calculated." -#~ msgstr "决定应该在哪一步计算多普勒效应。" - -#~ msgid "Factor for the attenuation effect." -#~ msgstr "衰减效应的因素。" - -#~ msgid "No dampening of loudness according to distance." -#~ msgstr "不会因为距离而降低响度。" - -#~ msgid "Mix this audio in, even when it's out of range." -#~ msgstr "混合这个音频,即使它在范围外。" - -#~ msgid "Pause this audio when it gets out of range." -#~ msgstr "当音频超出范围时暂停此音频。" - -#~ msgid "The sample rate for mixing this audio." -#~ msgstr "混合此音频的采样率。" - -#~ msgid "" -#~ "Focus access mode to use when switching between enabled/disabled (see " -#~ "[member Control.focus_mode] and [member disabled])." -#~ msgstr "" -#~ "在启用/禁用之间切换时要使用的焦点访问模式(参见 [member Control." -#~ "focus_mode] 和 [member disabled])。" - -#~ msgid "" -#~ "If [code]true[/code], the button's state is pressed. Means the button is " -#~ "pressed down or toggled (if [member toggle_mode] is active)." -#~ msgstr "" -#~ "如果[code]true[/code],则表示按钮的状态被按下。意味着按钮被按下或切换(如" -#~ "果 [member toggle_mode] is active] 处于活动状态)。" - -#~ msgid "" -#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum " -#~ "TextureParam] for available slots." -#~ msgstr "" -#~ "为 [code]param[/code] 指定的槽位设置纹理。请参阅 [enum TextureParam] 获取" -#~ "可用的槽位。" - -#~ msgid "If [code]true[/code], the backlight effect is enabled." -#~ msgstr "如果 [code]true[/code] ,则启用背光效果。" - -#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]." -#~ msgstr "控制对象如何面对摄像机。参见 [enum BillboardMode]。" - -#~ msgid "Distance at which the object fades fully and is no longer visible." -#~ msgstr "物体完全褪色并不再可见的距离。" - -#~ msgid "" -#~ "Distance at which the object starts to fade. If the object is less than " -#~ "this distance away it will appear normal." -#~ msgstr "物体开始褪色的距离。如果物体小于这个距离,它将显示正常。" - -#~ msgid "" -#~ "If [code]true[/code], the refraction effect is enabled. Distorts " -#~ "transparency based on light from behind the object." -#~ msgstr "" -#~ "如果[code]true[/code],则启用折射效果。根据物体后方的光线来扭曲透明度。" - -#~ msgid "The strength of the refraction effect." -#~ msgstr "折射效果的强度。" - -#~ msgid "" -#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex " -#~ "lighting is faster, making it the best choice for mobile applications, " -#~ "however it looks considerably worse than per-pixel." -#~ msgstr "" -#~ "设置阴影是按像素还是按顶点进行。Per-vertex照明速度更快,是移动应用的最佳选" -#~ "择,但它看起来比Per-pixel差很多。" - -#~ msgid "" -#~ "If [code]true[/code], subsurface scattering will use a special mode " -#~ "optimized for the color and density of human skin." -#~ msgstr "" -#~ "如果[code]true[/code],次表面散射将使用针对人体皮肤颜色和密度优化的特殊模" -#~ "式。" - -#~ msgid "Filter flags for the texture. See [enum TextureFilter] for options." -#~ msgstr "纹理的过滤标志。参见[enum TextureFilter]选项。" - -#~ msgid "" -#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is " -#~ "calculated in world space rather than object local space. See also " -#~ "[member uv2_triplanar]." -#~ msgstr "" -#~ "如果为 [code]true[/code],[code]UV2[/code]的三平面贴图是在世界空间而不是对" -#~ "象局部空间计算的。另见[member uv2_triplanar]。" - -#~ msgid "" -#~ "Texture specifying per-pixel transmittance for subsurface scattering." -#~ msgstr "指定每像素透射率的纹理,用于次表面散射。" - -#~ msgid "Texture specifying per-pixel backlight color." -#~ msgstr "指定每个像素背光颜色的纹理。" - -#~ msgid "Texture holding ambient occlusion, roughness, and metallic." -#~ msgstr "纹理持环境咬合度、粗糙度和金属感。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering, but the texture will look pixelized." -#~ msgstr "" -#~ "纹理过滤器只从最近的像素读取。是最简单、最快的过滤方法,但纹理会显得像素" -#~ "化。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels. Use this when you " -#~ "want to avoid a pixelated style, but do not want mipmaps." -#~ msgstr "" -#~ "纹理过滤器在最近的4个像素之间进行混合。当你想避免像素化的风格,但又不想使" -#~ "用mipmaps时,使用此功能。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "The fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "纹理过滤器从最近的mipmap中最近的像素读取。用mipmap读取纹理的最快方法。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -#~ "smooth out pixels that are far from the camera." -#~ msgstr "" -#~ "纹理滤镜在最近的4个像素之间和最近的2个mipmaps之间进行混合。在大多数情况下" -#~ "使用此功能,因为mipmaps对于平滑离相机较远的像素很重要。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera." -#~ msgstr "" -#~ "纹理滤镜从最近的像素读取,但根据曲面与相机视角之间的角度选择一个 mipmap。" -#~ "这可以减少几乎与相机一致的表面上的伪影。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing." -#~ msgstr "" -#~ "纹理滤镜在最接近的 4 个像素之间进行混合,并根据曲面和相机视角之间的角度选" -#~ "择一个微缩图。这可以减少几乎与相机一致的表面上的伪影。这是最慢的过滤选项," -#~ "但可以得到最高质量的纹理。" - -#~ msgid "The material will not use transparency." -#~ msgstr "该材质将不使用透明度。" - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "该材质将使用纹理的alpha值作为透明度。" - -#~ msgid "" -#~ "The material will cut off all values below a threshold, the rest will " -#~ "remain opaque." -#~ msgstr "材质将切除所有低于阈值的值,其余的将保持不透明。" - -#~ msgid "" -#~ "The material will use the texture's alpha value for transparency, but " -#~ "will still be rendered in the pre-pass." -#~ msgstr "该材质将使用纹理的alpha值作为透明度,但仍将在预通道中渲染。" - -#~ msgid "Represents the size of the [enum Transparency] enum." -#~ msgstr "表示[enum Transparency]枚举的大小。" - -#~ msgid "The object will not receive shadows." -#~ msgstr "对象不会产生阴影。" - -#~ msgid "" -#~ "The object will be shaded per pixel. Useful for realistic shading effect." -#~ msgstr "物体将按像素进行着色。对逼真的阴影效果很有用。" - -#~ msgid "" -#~ "The object will be shaded per vertex. Useful when you want cheaper " -#~ "shaders and do not care about visual quality." -#~ msgstr "" -#~ "对象的每个顶点将被着色。当你想要更便宜的着色器而又不关心视觉质量时很有用。" - -#~ msgid "Represents the size of the [enum ShadingMode] enum." -#~ msgstr "表示[enum ShadingMode]枚举的大小。" - -#~ msgid "Constant for setting [member heightmap_enabled]." -#~ msgstr "用于设置[member heightmap_enabled]的常量。" - -#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." -#~ msgstr "用于设置[member subsurf_scatter_transmittance_enabled]的常量。" - -#~ msgid "Constant for setting [member backlight_enabled]." -#~ msgstr "常量,用于设置[member backlight_enabled]。" - -#~ msgid "" -#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 " -#~ "range. If using one of the linear filtering modes, this can result in " -#~ "artifacts at the edges of a texture when the sampler filters across the " -#~ "edges of the texture." -#~ msgstr "" -#~ "当UV坐标在0-1范围之外时,启用纹理重复。如果使用线性滤波模式,当采样器在纹" -#~ "理边缘进行滤波时,会在纹理边缘产生伪影。" - -#~ msgid "" -#~ "Invert values read from a depth texture to convert them to height values " -#~ "(heightmap)." -#~ msgstr "将从深度纹理读取的值反转为高度值(heightmap)。" - -#~ msgid "" -#~ "Enables the skin mode for subsurface scattering which is used to improve " -#~ "the look of subsurface scattering when used for human skin." -#~ msgstr "启用次表面散射的皮肤模式,用于人体皮肤时,改善次表面散射的外观。" - -#~ msgid "" -#~ "An object representing a method in a certain object that can be called." -#~ msgstr "代表某个对象中可以调用的方法的对象。" - -#~ msgid "" -#~ "[Callable] is a first class object which can be held in variables and " -#~ "passed to functions. It represents a given method in an [Object], and is " -#~ "typically used for signal callbacks.\n" -#~ "[b]Example:[/b]\n" -#~ "[codeblock]\n" -#~ "var callable = Callable(self, \"print_args\")\n" -#~ "func print_args(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n" -#~ " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 " -#~ "Node(Node.gd)::print_args\".\n" -#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 " -#~ "arguments.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[Callable]是一个第一类对象,它可以存放在变量中并传递给函数。它代表对象" -#~ "[Object]中的一个给定方法,通常用于信号回调。\n" -#~ "[b]示例:[/b]\n" -#~ "[codeblock]\n" -#~ "var callable = Callable(self, \"print_args\")\n" -#~ "func print_args(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " callable.call(\"hello\", \"world\") # 输出\"hello world\".\n" -#~ " callable.call(Vector2.UP, 42, callable) # 输出\"(0, -1) 42 Node(Node." -#~ "gd)::print_args\".\n" -#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 " -#~ "arguments.无效调用,应该至少有2个参数\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Creates a new [Callable] for the method called [code]method_name[/code] " -#~ "in the specified [code]object[/code]." -#~ msgstr "" -#~ "在指定的[code]object[/code]中为名为[code] method_name [/code]的方法创建一" -#~ "个新的[Callable]。" - -#~ msgid "" -#~ "Calls the method represented by this [Callable]. Arguments can be passed " -#~ "and should match the method's signature." -#~ msgstr "" -#~ "调用这个[Callable]所代表的方法。可以传递参数,且参数应与方法的签名一致。" - -#~ msgid "" -#~ "Calls the method represented by this [Callable] in deferred mode, i.e. " -#~ "during the idle frame. Arguments can be passed and should match the " -#~ "method's signature." -#~ msgstr "" -#~ "在延迟模式下,即在空闲帧中调用该[Callable]所代表的方法。可以传递参数,且参" -#~ "数应与方法的签名一致。" - -#~ msgid "Returns the name of the method represented by this [Callable]." -#~ msgstr "返回该[Callable]所代表的方法的名称。" - -#~ msgid "Returns the object on which this [Callable] is called." -#~ msgstr "返回这个[Callable]被调用的对象。" - -#~ msgid "" -#~ "Returns the ID of this [Callable]'s object (see [method Object." -#~ "get_instance_id])." -#~ msgstr "返回这个[Callable]对象的ID(参见[method Object.get_instance_id])。" - -#~ msgid "" -#~ "If [code]true[/code], the camera smoothly stops when reaches its limits." -#~ msgstr "如果[code]true[/code],相机将在达到极限时平滑地停止运行。" - -#~ msgid "" -#~ "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] " -#~ "may provide different transforms than the [Node] transform." -#~ msgstr "" -#~ "获取摄像机的变换。子类相机,如[ClippedCamera3D]可能提供与[Node]变换不同的" -#~ "变换。" - -#~ msgid "" -#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the " -#~ "given 3D point in worldspace." -#~ msgstr "" -#~ "返回[Viewport]矩形中的二维坐标,该坐标映射到世界空间中给定的三维点。" - -#~ msgid "" -#~ "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate " -#~ "the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" -#~ "url] for objects changed in particular [code]_process[/code] methods. See " -#~ "[enum DopplerTracking] for possible values." -#~ msgstr "" -#~ "如果不是 [constant DOPPLER_TRACKING_DISABLED],此摄像机将模拟 " -#~ "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url],用" -#~ "于特定 [code]_process[/code] 方法中改变的对象。请参阅 [enum " -#~ "DopplerTracking] 了解可能的值。" - -#~ msgid "The [CameraEffects] to use for this camera." -#~ msgstr "此相机要使用的[CameraEffects]。" - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override." -#~ msgstr "包含相机特有的效果,如景深和曝光覆盖。" - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override.\n" -#~ "See also [Environment] for general 3D environment settings." -#~ msgstr "" -#~ "包含特定相机的效果,如景深和曝光覆盖。\n" -#~ "有关一般的 3D 环境设置,请参阅 [Environment]。" - -#~ msgid "" -#~ "The amount of blur for both near and far depth-of-field effects. The " -#~ "amount of blur increases the radius of the blur effect, making the " -#~ "affected area blurrier. However, If the amount is too high, you might " -#~ "start to see lines appearing, especially when using a low quality blur." -#~ msgstr "" -#~ "近景和远景深度效果的模糊量。模糊量会增加模糊效果的半径,使受影响的区域更加" -#~ "模糊。但是,如果数量太高,你可能会开始看到线条出现,特别是使用低质量模糊" -#~ "时。" - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field far blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no far away objects." -#~ msgstr "" -#~ "如果[code]true[/code],启用景深远模糊效果。这有很大的性能代价。考虑在没有" -#~ "远处物体的场景中禁用它。" - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field near blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no nearby objects." -#~ msgstr "" -#~ "如果[code]true[/code],启用景深近模糊效果。这有很大的性能代价。考虑在没有" -#~ "附近物体的场景中禁用它。" - -#~ msgid "" -#~ "The exposure override value to use. Higher values will result in a " -#~ "brighter scene. Only effective if [member override_exposure_enabled] is " -#~ "[code]true[/code]." -#~ msgstr "" -#~ "要使用的曝光覆盖值。值越高,场景越亮。只有当[member " -#~ "override_exposure_enabled]为[code]true[/code]时才有效。" - -#~ msgid "" -#~ "If [code]true[/code], overrides the manual or automatic exposure defined " -#~ "in the [Environment] with the value in [member override_exposure]." -#~ msgstr "" -#~ "如果[code]true[/code],用[member override_exposure]中的值覆盖[Environment]" -#~ "中定义的手动或自动曝光。" - -#~ msgid "" -#~ "Returns the [CameraFeed] corresponding to the camera with the given " -#~ "[code]index[/code]." -#~ msgstr "返回给定[code]index[/code]的摄像机对应的[CameraFeed]。" - -#~ msgid "Removes the specified camera [code]feed[/code]." -#~ msgstr "删除指定的摄像机[code]feed[/code]。" - -#~ msgid "" -#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." -#~ msgstr "[url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url]相机图像。" - -#~ msgid "Draws multiple, parallel lines with a uniform [code]color[/code]." -#~ msgstr "用统一的[code]color[/code]绘制多条平行线。" - -#~ msgid "The texture filtering mode to use on this [CanvasItem]." -#~ msgstr "对该[CanvasItem]使用的纹理过滤模式。" - -#~ msgid "The texture repeating mode to use on this [CanvasItem]." -#~ msgstr "该[CanvasItem]上要使用的纹理重复模式。" - -#~ msgid "Emitted when the item rect has changed." -#~ msgstr "当项目的矩形发生变化时发出。" - -#~ msgid "The [CanvasItem] will inherit the filter from its parent." -#~ msgstr "[CanvasItem]将继承其父级的过滤器。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering. Useful for pixel art." -#~ msgstr "" -#~ "纹理过滤器仅从最近的像素读取。最简单,最快的过滤方法。对像素艺术有用。" - -#~ msgid "" -#~ "The texture filter blends between the nearest four pixels. Use this for " -#~ "most cases where you want to avoid a pixelated style." -#~ msgstr "" -#~ "纹理过滤器在最接近的四个像素之间进行混合。在大多数情况下,当你想避免像素化" -#~ "的风格时,可以使用这个滤镜。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "This is the fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "纹理过滤器从最近的mipmap中最近的像素读取。这是用mipmap读取纹理的最快方法。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed " -#~ "at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to " -#~ "smooth out pixels that are smaller than on-screen pixels." -#~ msgstr "" -#~ "纹理过滤器在最接近的4个像素之间和最接近的2个mipmaps之间进行混合。对于可能" -#~ "在低比例下观看的非像素艺术纹理(例如,由于[Camera2D]缩放),使用此功能,因" -#~ "为mipmaps对于平滑小于屏幕像素的像素非常重要。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more " -#~ "appropriate." -#~ msgstr "" -#~ "纹理滤镜从最近的像素读取,但会根据曲面和相机视图之间的角度选择一个mipmap。" -#~ "这样可以减少几乎与相机成一直线的表面上的伪影。\n" -#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant " -#~ "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS]通常更合适。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate." -#~ msgstr "" -#~ "纹理滤镜会在最接近的4个像素之间混合,并根据曲面和相机视图之间的角度选择一" -#~ "个mipmap。这样可以减少几乎与相机成一直线的表面上的伪影。这是最慢的过滤选" -#~ "项,但可以产生最高质量的纹理。\n" -#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant " -#~ "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS]通常更合适。" - -#~ msgid "Texture will repeat normally." -#~ msgstr "纹理将正常重复。" - -#~ msgid "" -#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions " -#~ "are mirrored." -#~ msgstr "纹理将在2x2平铺模式下重复,其中偶数位置的元素被镜像。" - -#~ msgid "Represents the size of the [enum TextureRepeat] enum." -#~ msgstr "表示[enum TextureRepeat]枚举的大小。" - -#~ msgid "Height of the capsule mesh from the center point." -#~ msgstr "胶囊网格距中心点的高度。" - -#~ msgid "" -#~ "The camera's collision mask. Only objects in at least one collision layer " -#~ "matching the mask will be detected." -#~ msgstr "" -#~ "摄像机的碰撞掩码。只有至少一个碰撞层中与掩码匹配的物体才会被检测到。" - -#~ msgid "Adds a [Shape3D] to the shape owner." -#~ msgstr "给形状所有者添加一个[Shape3D]。" - -#~ msgid "Returns the [Shape3D] with the given id from the given shape owner." -#~ msgstr "从给定的形状所有者返回具有给定ID的[Shape3D]。" - -#~ msgid "" -#~ "Returns the child index of the [Shape3D] with the given id from the given " -#~ "shape owner." -#~ msgstr "从给定的形状所有者返回具有给定id的[Shape3D]的子索引。" - -#~ msgid "" -#~ "Emitted when [method _input_event] receives an event. See its description " -#~ "for details." -#~ msgstr "" -#~ "当[method_input_event]接收到一个事件时发出。有关详细信息,请参见其说明。" - -#~ msgid "" -#~ "Constructs a color from an existing color, but with a custom alpha " -#~ "value.\n" -#~ "[codeblock]\n" -#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "从现有的颜色中构建一个颜色,但使用自定义的alpha值。\n" -#~ "[codeblock]\n" -#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Displays a color picker widget. Useful for selecting a color from an RGB/" -#~ "RGBA colorspace." -#~ msgstr "显示颜色选择器小部件。用于从RGB / RGBA色彩空间中选择一种颜色。" - -#~ msgid "" -#~ "Encapsulates a [ColorPicker] making it accessible by pressing a button. " -#~ "Pressing the button will toggle the [ColorPicker] visibility." -#~ msgstr "" -#~ "封装[ColorPicker],使其可以通过按下按钮进行访问。按下按钮将切换" -#~ "[ColorPicker]可见性。" - -#~ msgid "Displays a colored rectangle." -#~ msgstr "显示一个彩色矩形。" - -#~ msgid "" -#~ "Overrides the [Color] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If the [code]color[/code] is empty or invalid, " -#~ "the override is cleared and the color from assigned [Theme] is used." -#~ msgstr "" -#~ "在控件使用的[成员主题]资源中使用给定的[code]name[/code]覆盖[Color]。如果" -#~ "[code]color[/code]为空或无效,则清除覆盖并使用分配的[Theme]中的颜色。" - -#~ msgid "" -#~ "Overrides an integer constant with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If the [code]constant[/code] is empty " -#~ "or invalid, the override is cleared and the constant from assigned " -#~ "[Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code] name [/code]的整数常量。" -#~ "如果[code] constant [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的" -#~ "常量。" - -#~ msgid "" -#~ "Overrides the font with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]font[/code] is empty or invalid, the " -#~ "override is cleared and the font from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的字体。如果" -#~ "[code] font [/code]为空或无效,则清除覆盖并使用分配的[Theme]中的字体。" - -#~ msgid "" -#~ "Overrides the icon with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]icon[/code] is empty or invalid, the " -#~ "override is cleared and the icon from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的图标。如果" -#~ "[code] icon [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的图标。" - -#~ msgid "" -#~ "Overrides the [Shader] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]shader[/code] is empty or invalid, " -#~ "the override is cleared and the shader from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中给定[code]name[/code]的[Shader]。如果" -#~ "[code]shader[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的shader。" - -#~ msgid "" -#~ "Overrides the [StyleBox] with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If [code]stylebox[/code] is empty or " -#~ "invalid, the override is cleared and the [StyleBox] from assigned [Theme] " -#~ "is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中给定的[code]name[/code]的[StyleBox]。如" -#~ "果[code]stylebox[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的" -#~ "[StyleBox]。" - -#~ msgid "" -#~ "Returns a color from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code].\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "从给定[code]名称[/code]并与给定[code]类型[/code]的[控制]相关联的[主题]中返" -#~ "回一个颜色。\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a constant from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从分配的 [Theme] 返回带有给定 [code] name [/code] 的常量,并与给定的 " -#~ "[code] type [/code] 的 [Control] 关联。" - -#~ msgid "" -#~ "Returns a font from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "返回具有给定[code]name[/code]并与给定[code]type[/code]的[Control]关联的已" -#~ "分配[Theme]的字体。" - -#~ msgid "" -#~ "Returns an icon from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从给定[code]name[/code]的[Theme]中返回一个图标,并与给定[code]type[/code]" -#~ "的[控制]相关联。" - -#~ msgid "" -#~ "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] " -#~ "and associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从具有给定[code]name[/code]并与给定[code]type[/code]的[控件]关联的分配的" -#~ "[Theme]返回一个[StyleBox]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [Color] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果在分配的[Theme]中存在具有给定的[code]name[/code]并与给定的[code]type[/" -#~ "code]的[Control]相关联的[Color],则返回[code] true [/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的常量,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果给定[code]name[/code]的常量在这个[Control]节点中具有有效的覆盖,则返回" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if font with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[主题]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的字体,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果给定[code]name[/code]并与给定[code]type[/code]的[Control]相关联的图标" -#~ "存在于指定的[Theme]中,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果给定[code]name[/code]的图标在这个[Control]节点中具有有效的覆盖,则返回" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果具有给定[code]name[/code]的[Shader]在此[Control]节点中具有有效的覆盖," -#~ "则返回[code] true [/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的[StyleBox],则返回[code]true[/code]。" - -#~ msgid "" -#~ "Changes the tooltip text. The tooltip appears when the user's mouse " -#~ "cursor stays idle over this control for a few moments, provided that the " -#~ "[member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You " -#~ "can change the time required for the tooltip to appear with [code]gui/" -#~ "timers/tooltip_delay_sec[/code] option in Project Settings." -#~ msgstr "" -#~ "更改太平文本。当用户的鼠标光标在此控制上保持怠速片刻时,只要[member " -#~ "mouse_filter]属性不是[constant MOUSE_FILTER_IGNORE]时,就会出现 tooltip。" -#~ "您可以更改 Tooltip 在项目设置中以 [code] gui/timers/tooltip_delay_sec [/" -#~ "code] 选项显示所需的时间。" - -#~ msgid "" -#~ "Emitted when the mouse enters the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "当鼠标进入控件的[code] Rect [/code]区域时触发,条件是其控件的[member " -#~ "mouse_filter]成员可以使事件到达该控件。" - -#~ msgid "" -#~ "Emitted when the mouse leaves the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "当鼠标离开控件的[code] Rect [/code]区域时发出,条件是它的[member " -#~ "mouse_filter]允许事件到达该控件。" - -#~ msgid "Number of particles emitted in one emission cycle." -#~ msgstr "一个发射周期中发射的粒子数。" - -#~ msgid "Each particle's color will vary along this [Gradient]." -#~ msgstr "每个粒子的颜色将沿此[Gradient]变化。" - -#~ msgid "" -#~ "Sets this node's properties to match a given [GPUParticles3D] node with " -#~ "an assigned [ParticlesMaterial]." -#~ msgstr "" -#~ "设置此节点的属性,以使给定的[GPUParticles3D]节点与分配的" -#~ "[ParticlesMaterial]匹配。" - -#~ msgid "Unused for 3D particles." -#~ msgstr "未用于3D粒子。" - -#~ msgid "" -#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." -#~ msgstr "该节点采用2D多边形形状并将其拉伸以创建3D网格。" - -#~ msgid "Material to use for the resulting mesh." -#~ msgstr "用于生成的网格的材料。" - -#~ msgid "Extrusion mode." -#~ msgstr "挤出模式。" - -#~ msgid "" -#~ "If [code]true[/code] the u component of our uv will continuously increase " -#~ "in unison with the distance traveled along our path when [member mode] is " -#~ "[constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code]true[/code],则当[member mode]为[constant MODE_PATH]时,uv的u分" -#~ "量将随着沿着路径的移动距离一致地不断增加。" - -#~ msgid "" -#~ "Interval at which a new extrusion slice is added along the path when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "当[member mode]为[constant MODE_PATH]时,沿着路径添加新挤出切片的间隔。" - -#~ msgid "" -#~ "If [code]true[/code] the start and end of our path are joined together " -#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code] true [/code],我们的路径的起点和终点将连接在一起,以确保当" -#~ "[member mode]为[constant MODE_PATH]时没有接缝。" - -#~ msgid "" -#~ "If [code]false[/code] we extrude centered on our path, if [code]true[/" -#~ "code] we extrude in relation to the position of our CSGPolygon3D when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code]false[/code],则以路径为中心进行拉伸;如果[code]true[/code],则" -#~ "当[member mode]为[constant MODE_PATH]时,相对于CSGPolygon3D的位置进行拉" -#~ "伸。" - -#~ msgid "" -#~ "The [Shape3D] object containing the path along which we extrude when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "[Shape3D]对象包含当[member mode] 为 [constant MODE_PATH]。" - -#~ msgid "" -#~ "The method by which each slice is rotated along the path when [member " -#~ "mode] is [constant MODE_PATH]." -#~ msgstr "当[member mode]为[constant MODE_PATH]时,沿路径旋转每个切片的方法。" - -#~ msgid "Generates smooth normals so smooth shading is applied to our mesh." -#~ msgstr "生成平滑法线,因此将平滑阴影应用于我们的网格。" - -#~ msgid "" -#~ "Degrees to rotate our extrusion for each slice when [member mode] is " -#~ "[constant MODE_SPIN]." -#~ msgstr "当[member mode]为[constant MODE_PATH]时,旋转每个切片的拉伸度。" - -#~ msgid "Shape3D is extruded to [member depth]." -#~ msgstr "将Shape3D拉伸到[member depth]。" - -#~ msgid "Slice is not rotated." -#~ msgstr "切片未旋转。" - -#~ msgid "Slice is rotated around the up vector of the path." -#~ msgstr "切片绕路径的向上向量旋转。" - -#~ msgid "Slice is rotate to match the path exactly." -#~ msgstr "切片将旋转以精确匹配路径。" - -#~ msgid "The physics layers this CSG shape scans for collisions." -#~ msgstr "该CSG形状扫描碰撞的物理层。" - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0)[/code]." -#~ msgstr "" -#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制" -#~ "台发送一个错误信息,并返回[code](0,0)[/code]。" - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0, 0)[/code]." -#~ msgstr "" -#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制" -#~ "台发送一个错误信息,并返回[code](0,0,0)[/code]。" - -#~ msgid "Bottom radius of the cylinder." -#~ msgstr "圆柱体的半径。" - -#~ msgid "Number of radial segments on the cylinder." -#~ msgstr "圆柱体上的径向段数。" - -#~ msgid "Number of edge rings along the height of the cylinder." -#~ msgstr "沿着圆柱体高度的边环数量。" - -#~ msgid "Top radius of the cylinder." -#~ msgstr "筒体的顶部半径。" - -#~ msgid "Node that projects a texture onto a [MeshInstance3D]." -#~ msgstr "在[MeshInstance3D]上投射纹理的节点。" - -#~ msgid "" -#~ "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " -#~ "Decals to add detail to a scene without affecting the underlying [Mesh]. " -#~ "They are often used to add weathering to building, add dirt or mud to the " -#~ "ground, or add variety to props. Decals can be moved at any time, making " -#~ "them suitable for things like blob shadows or laser sight dots.\n" -#~ "They are made of an [AABB] and a group of [Texture2D]s specifying " -#~ "[Color], normal, ORM (ambient occlusion, roughness, metallic), and " -#~ "emission. Decals are projected within their [AABB] so altering the " -#~ "orientation of the Decal affects the direction in which they are " -#~ "projected. By default, Decals are projected down (i.e. from positive Y to " -#~ "negative Y).\n" -#~ "The [Texture2D]s associated with the Decal are automatically stored in a " -#~ "texture atlas which is used for drawing the decals so all decals can be " -#~ "drawn at once. Godot uses clustered decals, meaning they are stored in " -#~ "cluster data and drawn when the mesh is drawn, they are not drawn as a " -#~ "postprocessing effect after." -#~ msgstr "" -#~ "Decal]用于将贴图投射到场景中的[Mesh]上。使用贴纸可以在不影响底层[Mesh]的情" -#~ "况下为场景添加细节。它们通常用于为建筑添加风化效果,为地面添加泥土或泥浆," -#~ "或为道具添加多样性。贴图可以随时移动,因此适合用于制作小球阴影或激光瞄准点" -#~ "等。\n" -#~ "它们由一个[AABB]和一组[Texture2D]组成,分别指定[颜色]、法线、ORM(环境遮" -#~ "挡、粗糙度、金属感)和发射。Decals在其[AABB]内投射,因此改变Decal的方向会" -#~ "影响它们的投射方向。默认情况下,贴图是向下投射的(即从正Y到负Y)。\n" -#~ "与Decal相关联的[Texture2D]会自动存储在一个纹理图集中,该图集用于绘制贴图," -#~ "因此所有贴图都可以一次绘制。Godot使用的是簇式贴图,也就是说,这些贴图存储" -#~ "在簇式数据中,并在绘制网格时绘制,它们并不是作为后处理后的效果来绘制的。" - -#~ msgid "" -#~ "Returns the [Texture2D] associated with the specified [enum " -#~ "DecalTexture]. This is a convenience method, in most cases you should " -#~ "access the texture directly.\n" -#~ "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." -#~ "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" -#~ "code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回与指定[enum DecalTexture]相关联的[Texture2D]。这是一个方便的方法,在大" -#~ "多数情况下,你应该直接访问纹理。\n" -#~ "例如,与其使用 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)" -#~ "[/code] ,不如使用 [code]albedo_tex = $Decal.texture_albedo[/code] 。\n" -#~ "有一种情况比直接访问纹理更好,那就是当你想把一个Decal的纹理复制到另一个" -#~ "Decal上。例如:[codeblock]。\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Sets the [Texture2D] associated with the specified [enum DecalTexture]. " -#~ "This is a convenience method, in most cases you should access the texture " -#~ "directly.\n" -#~ "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " -#~ "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "设置与指定的 [字体贴脱]相关的 [纹理 2D] 。这是一种方便的方法,在大多数情况" -#~ "下,您应该直接访问纹理。\n" -#~ "例如,使用 [code]$Decal.texture_albedo = albedo_tex[/code],而不是 " -#~ "[code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code]。\n" -#~ "一种情况下,这比直接访问纹理更好,是当你想复制一个十进制的纹理到另一个。例" -#~ "如:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Blends the albedo [Color] of the decal with albedo [Color] of the " -#~ "underlying mesh." -#~ msgstr "将贴图的反射率[Color]与底层网格的反射率[Color]混合。" - -#~ msgid "" -#~ "Specifies which [member VisualInstance3D.layers] this decal will project " -#~ "on. By default, Decals affect all layers. This is used so you can specify " -#~ "which types of objects receive the Decal and which do not. This is " -#~ "especially useful so you an ensure that dynamic objects don't " -#~ "accidentally receive a Decal intended for the terrain under them." -#~ msgstr "" -#~ "指定此贴图将投射到哪个[member VisualInstance3D.layer]上。默认情况下," -#~ "Decal 会影响所有层。这样您就可以指定哪些类型的对象会收到Decal,哪些不会。" -#~ "这一点特别有用,这样您就可以确保动态对象不会意外地收到针对其下的地形的贴" -#~ "花。" - -#~ msgid "Distance from the camera at which the Decal begins to fade away." -#~ msgstr "Decal开始消失时与相机的距离。" - -#~ msgid "" -#~ "If [code]true[/code], decals will smoothly fade away when far from the " -#~ "active [Camera3D] starting at [member distance_fade_begin]. The Decal " -#~ "will fade out over [member distance_fade_length], after which it will be " -#~ "culled and not sent to the shader at all. Use this to reduce the number " -#~ "of active Decals in a scene and thus improve performance." -#~ msgstr "" -#~ "如果[code]true[/code],当远离活动的[Camera3D]时,从[member " -#~ "distance_fade_begin]开始,decal将平滑淡出。Decal将在[member " -#~ "distance_fade_length]上渐渐消失,之后它将被取消,根本不会被发送到着色器。" -#~ "使用这个功能可以减少场景中活动Decal的数量,从而提高性能。" - -#~ msgid "" -#~ "Distance over which the Decal fades. The Decal becomes slowly more " -#~ "transparent over this distance and is completely invisible at the end." -#~ msgstr "" -#~ "Decal褪色的距离。在这个距离内,贴花会慢慢变得更透明,最后完全看不见。" - -#~ msgid "" -#~ "Energy multiplier for the emission texture. This will make the decal emit " -#~ "light at a higher intensity." -#~ msgstr "发射纹理的能量倍增器。这将使贴纸以更高的强度发出光线。" - -#~ msgid "" -#~ "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-" -#~ "extents[/code] to [code]extents[/code]." -#~ msgstr "" -#~ "设置贴纸使用的 [AABB] 大小。AABB从[code]-extents[/code]到[code]extents[/" -#~ "code]。" - -#~ msgid "" -#~ "Sets the curve over which the decal will fade as the surface gets further " -#~ "from the center of the [AABB]." -#~ msgstr "设置当贴花表面离[AABB]中心越远时,贴花会逐渐变淡的曲线。" - -#~ msgid "Changes the [Color] of the Decal by multiplying it with this value." -#~ msgstr "将贴花的[Color]与该值相乘,即可改变贴花的[颜色]。" - -#~ msgid "" -#~ "Fades the Decal if the angle between the Decal's [AABB] and the target " -#~ "surface becomes too large. A value of [code]0[/code] projects the Decal " -#~ "regardless of angle, a value of [code]1[/code] limits the Decal to " -#~ "surfaces that are nearly perpendicular." -#~ msgstr "" -#~ "如果Decal的[AABB]与目标表面之间的角度过大,则淡化Decal。值为[code]0[/code]" -#~ "时,无论角度如何,都会投射出Decal,值为[code]1[/code]时,会将Decal限制在几" -#~ "乎垂直的表面。" - -#~ msgid "" -#~ "[Texture2D] with the base [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Texture2D]与贴花的底色[Color]。必须设置此选项或[member texture\\u " -#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础" -#~ "对象混合。" - -#~ msgid "" -#~ "[Texture2D] with the emission [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Texture2D]和贴花的发射[Color]。必须设置此选项或[member texture\\u " -#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础" -#~ "对象混合。" - -#~ msgid "" -#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add " -#~ "extra detail to decals." -#~ msgstr "" -#~ "[Texture2D]使用贴花的每像素法线贴图。使用此选项可以为贴花添加额外的细节。" - -#~ msgid "" -#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the " -#~ "decal. Use this to add extra detail to decals." -#~ msgstr "" -#~ "[Texture2D]为贴花存储环境遮挡、粗糙度和金属。使用此选项可以为贴花添加额外" -#~ "的细节。" - -#~ msgid "[Texture2D] corresponding to [member texture_albedo]." -#~ msgstr "[Texture2D]对应于[member texture_albedo]。" - -#~ msgid "[Texture2D] corresponding to [member texture_normal]." -#~ msgstr "[Texture2D]对应于[member texture\\u normal]。" - -#~ msgid "[Texture2D] corresponding to [member texture_orm]." -#~ msgstr "[Texture2D]对应于[member texture\\u orm]。" - -#~ msgid "[Texture2D] corresponding to [member texture_emission]." -#~ msgstr "[Texture2D]对应于[member texture\\u emission]。" - -#~ msgid "Max size of [enum DecalTexture] enum." -#~ msgstr "[enum DecalTexture]枚举的最大大小。" - -#~ msgid "Returns the size of the dictionary (in pairs)." -#~ msgstr "返回字典的大小(成对)。" - -#~ msgid "" -#~ "Proportion of [member directional_shadow_max_distance] at which point the " -#~ "shadow starts to fade. At [member directional_shadow_max_distance] the " -#~ "shadow will disappear." -#~ msgstr "" -#~ "在[member directional_shadow_max_distance]的比例下,阴影开始消失。在" -#~ "[member directional_shadow_max_distance]时,阴影会消失。" - -#~ msgid "" -#~ "Sets the size of the directional shadow pancake. The pancake offsets the " -#~ "start of the shadow's camera frustum to provide a higher effective depth " -#~ "resolution for the shadow. However, a high pancake size can cause " -#~ "artifacts in the shadows of large objects that are close to the edge of " -#~ "the frustum. Reducing the pancake size can help. Setting the size to " -#~ "[code]0[/code] turns off the pancaking effect." -#~ msgstr "" -#~ "设置方向性阴影饼的大小。阴影饼会偏移阴影的摄影机外壳的起点,为阴影提供更高" -#~ "的有效深度分辨率。但是,如果阴影大小过大,可能会导致靠近影棚边缘的大型物体" -#~ "的阴影出现伪影。减少薄饼的大小可以有所帮助。将大小设置为[code]0[/code]可以" -#~ "关闭煎饼效果。" - -#~ msgid "Extra character spacing in pixels." -#~ msgstr "额外的字符间距,单位为像素。" - -#~ msgid "Extra space spacing in pixels." -#~ msgstr "额外的空间间距,单位为像素。" - -#~ msgid "Character spacing." -#~ msgstr "字符间距。" - -#~ msgid "Space spacing." -#~ msgstr "空间间距。" - -#~ msgid "" -#~ "Virtual method to be overridden by the user. It is called when the export " -#~ "starts and provides all information about the export." -#~ msgstr "" -#~ "用户可重写的虚拟方法。它在导出开始时被调用,并提所有有关的导出信息。" - -#~ msgid "" -#~ "The dialog's open or save mode, which affects the selection behavior. See " -#~ "[enum FileMode]" -#~ msgstr "对话框的打开或保存模式,会影响选择行为。参见[enum FileMode]" - -#~ msgid "Gets the type of the file, given the full path." -#~ msgstr "通过文件的绝对路径获取这个文件的类型。" - -#~ msgid "Returns the file extension of the file at index [code]idx[/code]." -#~ msgstr "返回索引[code]idx[/code] 指向文件的扩展名。" - -#~ msgid "Gets the name to display in the import window." -#~ msgstr "获取要在导入窗口中显示的名称。" - -#~ msgid "" -#~ "Registers a custom translation parser plugin for extracting translatable " -#~ "strings from custom files." -#~ msgstr "" -#~ "注册一个自定义翻译解析器插件,用于从自定义文件中提取可翻译的字符串。" - -#~ msgid "Removes a registered custom translation parser plugin." -#~ msgstr "移除注册的自定义翻译解析器插件。" - -#~ msgid "Updates the overlays of the editor (2D/3D) viewport." -#~ msgstr "更新编辑器(2D/3D)视窗的叠加。" - -#~ msgid "Override if you want to allow a custom tooltip over your property." -#~ msgstr "如果你想在属性上允许一个自定义的工具提示,请重写。" - -#~ msgid "" -#~ "Adds controls with this function if you want them on the bottom (below " -#~ "the label)." -#~ msgstr "如果要在底部(标签下方)添加控件,请使用此功能。" - -#~ msgid "" -#~ "Used by the inspector, set to [code]true[/code] when the property can be " -#~ "deleted by the user." -#~ msgstr "在检查面板使用,当属性可以被用户删除时,设置为[code]true[/code]。" - -#~ msgid "Emitted when a property was deleted. Used internally." -#~ msgstr "属性被删除时触发。在内部使用。" - -#~ msgid "" -#~ "Queue a resource being edited for preview (using an instance). Once the " -#~ "preview is ready, your receiver.receiver_func will be called either " -#~ "containing the preview texture or an empty texture (if no preview was " -#~ "possible). Callback must have the format: (path,texture,userdata). " -#~ "Userdata can be anything." -#~ msgstr "" -#~ "将一个正在编辑的资源排队预览(使用实例)。一旦预览准备好,你的 receiver." -#~ "receiver_func 将会被调用,要么包含预览纹理,要么包含一个空的纹理(如果不能" -#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture," -#~ "userdata).Userdata可以是任何东西。" - -#~ msgid "" -#~ "Queue a resource file for preview (using a path). Once the preview is " -#~ "ready, your receiver.receiver_func will be called either containing the " -#~ "preview texture or an empty texture (if no preview was possible). " -#~ "Callback must have the format: (path,texture,userdata). Userdata can be " -#~ "anything." -#~ msgstr "" -#~ "排队一个资源文件进行预览(使用路径)。一旦预览准备好了,你的receiver." -#~ "receiver_func将被调用,要么包含预览纹理,要么包含一个空的纹理(如果不可能" -#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture," -#~ "userdata).Userdata可以是任何东西。" - -#~ msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]." -#~ msgstr "基于[url=http://assimp.org/]Assimp[/url]的FBX 3D资源导入器。" - -#~ msgid "Adds a node to the selection." -#~ msgstr "在选择中添加一个节点。" - -#~ msgid "" -#~ "Plugin for adding custom parsers to extract strings that are to be " -#~ "translated from custom files (.csv, .json etc.)." -#~ msgstr "" -#~ "添加自定义解析器的插件,用于从自定义文件(.csv、.json等)中提取要转换的字" -#~ "符串。" - -#~ msgid "" -#~ "Plugins are registered via [method EditorPlugin." -#~ "add_translation_parser_plugin] method. To define the parsing and string " -#~ "extraction logic, override the [method parse_file] method in script.\n" -#~ "The extracted strings will be written into a POT file selected by user " -#~ "under \"POT Generation\" in \"Localization\" tab in \"Project Settings\" " -#~ "menu.\n" -#~ "Below shows an example of a custom parser that extracts strings in a CSV " -#~ "file to write into a POT.\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var file = File.new()\n" -#~ " file.open(path, File.READ)\n" -#~ " var text = file.get_as_text()\n" -#~ " var split_strs = text.split(\",\", false, 0)\n" -#~ " for s in split_strs:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"Extracted string: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Note:[/b] If you override parsing logic for standard script types " -#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -#~ "argument using [method ResourceLoader.load]. This is because built-in " -#~ "scripts are loaded as [Resource] type, not [File] type.\n" -#~ "For example:\n" -#~ "[codeblock]\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var res = ResourceLoader.load(path, \"Script\")\n" -#~ " var text = res.get_source_code()\n" -#~ " # Parsing logic.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "通过[method EditorPlugin.add_translation_parser_plugin]方法注册插件。如果" -#~ "要定义解析和字符串提取逻辑,请重写脚本中的[method parse_file]方法。\n" -#~ "提取的字符串将被写入用户在 \"项目设置 \"菜单中 \"本地化 \"选项卡的 \"POT生" -#~ "成 \"中选择的POT文件中。\n" -#~ "下面是一个自定义解析器的例子,该解析器将提取CSV文件中的字符串写入POT文" -#~ "件。\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var file = File.new()\n" -#~ " file.open(path, File.READ)\n" -#~ " var text = file.get_as_text()\n" -#~ " var split_strs = text.split(\",\", false, 0)\n" -#~ " for s in split_strs:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"Extracted string: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Note:[/b] If you override parsing logic for standard script types " -#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -#~ "argument using [method ResourceLoader.load]. This is because built-in " -#~ "scripts are loaded as [Resource] type, not [File] type.\n" -#~ "For example:\n" -#~ "[codeblock]\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var res = ResourceLoader.load(path, \"Script\")\n" -#~ " var text = res.get_source_code()\n" -#~ " # Parsing logic.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Gets the list of file extensions to associate with this parser, e.g. " -#~ "[code][\"csv\"][/code]." -#~ msgstr "获取与该解析器相关联的文件扩展名列表,例如[code][\"csv\"][/code]。" - -#~ msgid "" -#~ "Override this method to define a custom parsing logic to extract the " -#~ "translatable strings." -#~ msgstr "重写此方法来定义自定义的解析逻辑来提取可转化的字符串。" - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]idle frame[/b], regardless of whether the " -#~ "render loop is enabled. See also [method get_frames_drawn]." -#~ msgstr "" -#~ "返回自引擎初始化以来通过的总帧数,这些帧数在每个[b]空闲帧[/b]上都会被推" -#~ "进,无论渲染循环是否启用。参见[method get_frames_drawn]。" - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]physics frame[/b]." -#~ msgstr "" -#~ "返回自引擎初始化以来传递的帧总数,该帧总数在每个[b]物理帧[/b]上超前。" - -#~ msgid "" -#~ "If [code]true[/code], it is running inside the editor. Useful for tool " -#~ "scripts." -#~ msgstr "如果[code]true[/code],则在编辑器内部运行。对工具脚本有用。" - -#~ msgid "" -#~ "Gather ambient light from whichever source is specified as the background." -#~ msgstr "从指定的任何光源收集环境光作为背景。" - -#~ msgid "Disable ambient light." -#~ msgstr "禁用环境光。" - -#~ msgid "Specify a specific [Color] for ambient light." -#~ msgstr "为环境光指定特定的[Color]。" - -#~ msgid "" -#~ "Gather ambient light from the [Sky] regardless of what the background is." -#~ msgstr "无论背景是什么,都要从[Sky]收集环境光。" - -#~ msgid "Use the background for reflections." -#~ msgstr "使用背景进行反射。" - -#~ msgid "Disable reflections." -#~ msgstr "禁用反射。" - -#~ msgid "Use the [Sky] for reflections regardless of what the background is." -#~ msgstr "不论背景是什么,都可使用[Sky]进行反射。" - -#~ msgid "" -#~ "Mixes the glow with the underlying color to avoid increasing brightness " -#~ "as much while still maintaining a glow effect." -#~ msgstr "将glow与底色混合,在保持glow效果的同时,避免增加过多的亮度。" - -#~ msgid "" -#~ "3×3 blur for the screen-space ambient occlusion effect. Increases the " -#~ "radius of the blur for a smoother look, but can result in checkerboard-" -#~ "like artifacts." -#~ msgstr "" -#~ "3×3模糊,用于屏幕空间环境遮挡效果。增加模糊的半径,以获得更平滑的外观,但" -#~ "可能会导致类似棋盘的伪影。" - -#~ msgid "Closes the currently opened file." -#~ msgstr "关闭当前打开的文件。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the file cursor has read past the end of the " -#~ "file.\n" -#~ "[b]Note:[/b] This function will still return [code]false[/code] while at " -#~ "the end of the file and only activates when reading past it. This can be " -#~ "confusing but it conforms to how low-level file access works in all " -#~ "operating systems. There is always [method get_len] and [method " -#~ "get_position] to implement a custom logic." -#~ msgstr "" -#~ "如果文件指针已读取到文件末尾,则返回[code] true [/code]。\n" -#~ "[b]注意:[/b]在文件末尾,此函数仍将返回[code] false [/code],并且仅在经过" -#~ "文件时才激活。这可能会造成混淆,但它符合所有操作系统中低级文件访问的工作方" -#~ "式。使用[method get_len]和[method get_position]来实现自定义逻辑。" - -#~ msgid "" -#~ "Returns the next value of the file in CSV (Comma-Separated Values) " -#~ "format. You can pass a different delimiter [code]delim[/code] to use " -#~ "other than the default [code]\",\"[/code] (comma). This delimiter must be " -#~ "one-character long.\n" -#~ "Text is interpreted as being UTF-8 encoded." -#~ msgstr "" -#~ "以CSV(Comma-Separated Values)格式返回文件的下一个值。你可以传递一个不同" -#~ "的分隔符[code]delim[/code]来使用,而不是默认的[code]\",\"[/code](逗号)。" -#~ "这个定界符必须是一个字符的长度。\n" -#~ "文本将被转为UTF-8编码。" - -#~ msgid "Opens a compressed file for reading or writing." -#~ msgstr "打开一个压缩文件进行读写。" - -#~ msgid "" -#~ "Stores the given [String] as a line in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "将给定的[String]存储为文件中的一行。\n" -#~ "文本将被编码为 UTF-8。" - -#~ msgid "" -#~ "Stores the given [String] in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "在文件中存储给定为[String]属性。\n" -#~ "文本将被编码为UTF-8。" - -#~ msgid "" -#~ "Stores any Variant value in the file. If [code]full_objects[/code] is " -#~ "[code]true[/code], encoding objects is allowed (and can potentially " -#~ "include code)." -#~ msgstr "" -#~ "在文件中存储任何变量值。如果[code]full_objects[/code]是[code]true[/code]," -#~ "允许对对象进行编码(有可能包括代码)。" - -#~ msgid "" -#~ "If [code]true[/code], the file's endianness is swapped. Use this if " -#~ "you're dealing with files written on big-endian machines.\n" -#~ "[b]Note:[/b] This is about the file format, not CPU type. This is always " -#~ "reset to [code]false[/code] whenever you open the file." -#~ msgstr "" -#~ "如果[code]true[/code],文件的字节数会被交换。如果你要处理写在大面值机器上" -#~ "的文件,就使用这个。\n" -#~ "[b]注意:[/b] 这是关于文件格式,而不是CPU类型。每当你打开文件时,这一点总" -#~ "是被重置为[code]false[/code]。" - -#~ msgid "Opens the file for read operations." -#~ msgstr "打开文件读取。" - -#~ msgid "" -#~ "The file system access scope. See enum [code]Access[/code] constants." -#~ msgstr "文件系统访问范围。参见枚举(enum)[code] Access [/code]常量。" - -#~ msgid "" -#~ "Font contains a Unicode-compatible character set, as well as the ability " -#~ "to draw it with variable width, ascent, descent and kerning. For creating " -#~ "fonts from TTF files (or other font formats), see the editor support for " -#~ "fonts." -#~ msgstr "" -#~ "字体含有一个与Unicode兼容的字符集,以及用可变宽度、增高、减矮和字符间距绘" -#~ "制的能力。有关于从TTF文件(或其他字体格式)创建字体,请参见编辑器对字体的" -#~ "支持。" - -#~ msgid "" -#~ "Returns the size of a string, taking kerning and advance into account." -#~ msgstr "返回一个字符串的大小,并考虑到字符间距和提前量。" - -#~ msgid "" -#~ "The name of the referenced function to call on the object, without " -#~ "parentheses or any parameters." -#~ msgstr "要在对象上调用的引用函数的名称,没有括号或任何参数。" - -#~ msgid "Helper node to calculate generic geometry operations in 3D space." -#~ msgstr "帮助节点用于计算三维空间中的通用几何操作。" - -#~ msgid "" -#~ "Geometry3D provides users with a set of helper functions to create " -#~ "geometric shapes, compute intersections between shapes, and process " -#~ "various other geometric operations." -#~ msgstr "" -#~ "Geometry3D为用户提供了一套辅助函数,用于创建几何图形,计算图形之间的交点," -#~ "以及处理其他各种几何操作。" - -#~ msgid "2D particle emitter." -#~ msgstr "2D粒子发射器。" - -#~ msgid "" -#~ "2D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles2D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "2D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles2D] 的特点是有一个发" -#~ "射器,能以给定的速度产生一定数量的粒子。\n" -#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配" -#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有" -#~ "粒子。" - -#~ msgid "Editor visibility helper." -#~ msgstr "编辑器可见性帮助。" - -#~ msgid "3D particle emitter." -#~ msgstr "3D粒子发射器。" - -#~ msgid "" -#~ "3D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles3D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "3D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles3D] 的特点是一个发射" -#~ "器,以给定的速度产生一些数量的粒子。\n" -#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配" -#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有" -#~ "粒子。" - -#~ msgid "Number of particles to emit." -#~ msgstr "要发出的粒子的数量。" - -#~ msgid "" -#~ "The [AABB] that determines the area of the world part of which needs to " -#~ "be visible on screen for the particle system to be active." -#~ msgstr "" -#~ "决定世界的一部分需要在屏幕上可见的区域的[AABB],以便粒子系统被激活。" - -#~ msgid "Returns the color set to [code]idx[/code] left (input) slot." -#~ msgstr "返回设置在[code]idx[/code]左边(输入)槽的颜色。" - -#~ msgid "Returns the color set to [code]idx[/code] right (output) slot." -#~ msgstr "返回设置在[code]idx[/code]右边(输出)槽的颜色。" - -#~ msgid "Returns the (integer) type of left (input) [code]idx[/code] slot." -#~ msgstr "返回左侧(输入)[code]idx[/code]槽的(整数)类型。" - -#~ msgid "Returns the (integer) type of right (output) [code]idx[/code] slot." -#~ msgstr "返回右侧(输出)[code]idx[/code]槽的(整数)类型。" - -#~ msgid "" -#~ "Returns [code]true[/code] if left (input) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "如果左侧(输入)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回" -#~ "[code]false[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if right (output) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "如果左侧(输出)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回" -#~ "[code]false[/code]。" - -#~ msgid "The physics layers this GridMap detects collisions in." -#~ msgstr "该GridMap检测碰撞的物理层。" - -#~ msgid "" -#~ "Horizontal slider. See [Slider]. This one goes from left (min) to right " -#~ "(max)." -#~ msgstr "水平滑块。见[Slider]。水平滑块从左(最小值)到右(最大值)滑动。" - -#~ msgid "" -#~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with " -#~ "[method create_from_image].\n" -#~ "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " -#~ "hardware limitations. Larger images will fail to import." -#~ msgstr "" -#~ "基于 [Image] 的 [Texture2D],可以通过 [method create_from_image] 从 " -#~ "[Image] 创建。\n" -#~ "[b]注意:[/b] 由于图形硬件的限制,图片的最大尺寸是 16384×16384 像素,更大" -#~ "的图片会导入失败。" - -#~ msgid "Create a new [ImageTexture] from an [Image]." -#~ msgstr "从 [Image] 创建新的 [ImageTexture]。" - -#~ msgid "" -#~ "Replaces the texture's data with a new [code]image[/code]. If " -#~ "[code]immediate[/code] is [code]true[/code], it will take effect " -#~ "immediately after the call." -#~ msgstr "" -#~ "将纹理数据替换成新的[code]image[/code]。如果[code]immediate[/code]为 " -#~ "[code]true[/code],那么将在调用后立即生效。" - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the acceleration. " -#~ "Otherwise, it returns an empty [Vector3].\n" -#~ "Note this method returns an empty [Vector3] when running from the editor " -#~ "even when your device has an accelerometer. You must export your project " -#~ "to a supported device to read values from the accelerometer." -#~ msgstr "" -#~ "如果设备有一个加速度计,这将返回加速度。否则,它返回一个空的[Vector3]。\n" -#~ "请注意,即使你的设备有一个加速度计,当从编辑器中运行时,该方法返回一个空" -#~ "[Vector3]。你必须把你的项目导出到支持加速度计的设备上,这才能从读取到加速" -#~ "度。" - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the gravity. " -#~ "Otherwise, it returns an empty [Vector3]." -#~ msgstr "" -#~ "如果设备有加速度计,则返回重力加速度。否则,它将返回一个空的[Vector3]。" - -#~ msgid "" -#~ "If the device has a gyroscope, this will return the rate of rotation in " -#~ "rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty " -#~ "[Vector3]." -#~ msgstr "" -#~ "如果设备有一个陀螺仪,这将返回围绕设备的X、Y和Z轴的旋转速率,单位是rad/s。" -#~ "否则,它返回一个空的[Vector3]。" - -#~ msgid "" -#~ "If the device has a magnetometer, this will return the magnetic field " -#~ "strength in micro-Tesla for all axes." -#~ msgstr "如果设备有磁力计,这将返回所有轴的磁场强度,单位为微特斯拉。" - -#~ msgid "" -#~ "Returns [code]true[/code] when the user stops pressing the action event, " -#~ "meaning it's [code]true[/code] only on the frame that the user released " -#~ "the button." -#~ msgstr "" -#~ "当用户停止按下动作事件时,返回[code]true[/code],这意味着仅当用户释放按钮的" -#~ "帧上才是[code]true[/code]." - -#~ msgid "" -#~ "Captures the mouse. The mouse will be hidden and unable to leave the game " -#~ "window, but it will still register movement and mouse button presses. On " -#~ "Windows and Linux, the mouse will use raw input mode, which means the " -#~ "reported movement will be unaffected by the OS' mouse acceleration " -#~ "settings." -#~ msgstr "" -#~ "捕获鼠标。鼠标将被隐藏,并且无法离开游戏窗口,但它仍然会记录移动和鼠标按" -#~ "键。在Windows和Linux上,鼠标将使用原始输入模式,这意味着报告的移动将不受操" -#~ "作系统的鼠标加速设置的影响。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this input event matches a pre-defined " -#~ "action of any type." -#~ msgstr "" -#~ "如果此输入事件与任何类型的预定义操作匹配,则返回 [code] true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the given action is released (i.e. not " -#~ "pressed). Not relevant for events of type [InputEventMouseMotion] or " -#~ "[InputEventScreenDrag]." -#~ msgstr "" -#~ "如果给定的动作被释放(即没有被按下),返回[code]true[/code]。与" -#~ "[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the given input event is checking for the " -#~ "same key ([InputEventKey]), button ([InputEventJoypadButton]) or action " -#~ "([InputEventAction])." -#~ msgstr "" -#~ "如果给定的输入事件正在检查相同的键([InputEventKey])、按钮" -#~ "([InputEventJoypadButton])或动作([InputEventAction]),则返回 " -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Sets the background color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the background color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将[code]idx[/code]索引指定的项目的背景颜色设置为指定的颜色[Color]。\n" -#~ "[codeblock]\n" -#~ "var some_string = \"一些文本\"\n" -#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # 这将把控件的第" -#~ "一个项目的背景颜色设置为红色。\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Sets the foreground color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the foreground color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将[code]idx[/code]索引指定的项目的前景颜色设置为指定的颜色[Color]。\n" -#~ "[codeblock]\n" -#~ "var some_string = \"一些文本\"\n" -#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # 这将把控件的第" -#~ "一个项目的前景颜色设置为红色。\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "The JavaScript singleton is implemented only in the HTML5 export. It's " -#~ "used to access the browser's JavaScript context. This allows interaction " -#~ "with embedding pages or calling third-party JavaScript APIs." -#~ msgstr "" -#~ "JavaScript 单例仅在 HTML5 导出中实现。它用于访问浏览器的 JavaScript 上下" -#~ "文。这允许与嵌入页面交互或调用第三方 JavaScript API。" - -#~ msgid "" -#~ "Converts a [Variant] var to JSON text and returns the result. Useful for " -#~ "serializing data to store or send over the network.\n" -#~ "[b]Note:[/b] The JSON specification does not define integer or float " -#~ "types, but only a [i]number[/i] type. Therefore, converting a Variant to " -#~ "JSON text will convert all numerical values to [float] types." -#~ msgstr "" -#~ "将 [Variant] var 变量转换为 JSON 文本并返回结果。可用于对数据进行序列化以" -#~ "存储或通过网络发送。\n" -#~ "[b]注:[/b] JSON 规范中没有定义 integer 整数或 float 浮点类型,而只定义了 " -#~ "[i]number[/i] 类型。因此,将 Variant 转换为 JSON 文本会将所有数值转换为 " -#~ "[float] 类型。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the ceiling. Only updates " -#~ "when calling [method move_and_slide]." -#~ msgstr "" -#~ "如果实体在天花板上,返回则[code]true[/code]。只在调用[method " -#~ "move_and_slide]时更新。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the floor. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "如果身体在地面上,返回则[code]true[/code]。只在调用[method move_and_slide]" -#~ "时更新。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on a wall. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "如果实体在墙上,返回则[code]true[/code]。只在调用[method move_and_slide]时" -#~ "更新。" - -#~ msgid "" -#~ "If the body is at least this close to another body, this body will " -#~ "consider them to be colliding." -#~ msgstr "如果这个物体至少与另一个物体如此接近,这个物体就会认为它们在碰撞。" - -#~ msgid "" -#~ "Kinematic bodies are special types of bodies that are meant to be user-" -#~ "controlled. They are not affected by physics at all; to other types of " -#~ "bodies, such as a character or a rigid body, these are the same as a " -#~ "static body. However, they have two main uses:\n" -#~ "[b]Simulated motion:[/b] When these bodies are moved manually, either " -#~ "from code or from an [AnimationPlayer] (with [member AnimationPlayer." -#~ "playback_process_mode] set to \"physics\"), the physics will " -#~ "automatically compute an estimate of their linear and angular velocity. " -#~ "This makes them very useful for moving platforms or other AnimationPlayer-" -#~ "controlled objects (like a door, a bridge that opens, etc).\n" -#~ "[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving " -#~ "objects (the [method move_and_collide] and [method move_and_slide] " -#~ "methods) while performing collision tests. This makes them really useful " -#~ "to implement characters that collide against a world, but that don't " -#~ "require advanced physics." -#~ msgstr "" -#~ "运动实体是指用户控制的特殊类型的实体。他们完全不受物理的影响;对于其他类型" -#~ "的实体,例如角色或刚体,它们与静态实体相同。但是,它们有两个主要用途:\n" -#~ "[b] 模拟运动:[/b]当从代码或[AnimationPlayer](将[member AnimationPlayer." -#~ "playback_process_mode]设置为“Physical”)手动移动这些物体时,物理将自动计算" -#~ "其线速度和角速度的估计值。这使得它们对于移动平台或其他AnimationPlayer控制" -#~ "的对象(如门、打开的桥等)非常有用。\n" -#~ "[b] 运动物体:[/b]KinematicBody3D还具有一个API,用于在执行碰撞测试时移动对" -#~ "象(方法移动和碰撞)和方法移动和滑动)。这使得它们在实现与世界碰撞的角色时" -#~ "非常有用,但不需要高级物理。" - -#~ msgid "" -#~ "Moves the body along the vector [code]rel_vec[/code]. The body will stop " -#~ "if it collides. Returns a [KinematicCollision3D], which contains " -#~ "information about the collision.\n" -#~ "If [code]test_only[/code] is [code]true[/code], the body does not move " -#~ "but the would-be collision information is given." -#~ msgstr "" -#~ "沿着向量[code]rel_vec[/code]移动物体。如果碰撞物体就会停止。返回" -#~ "[KinematicCollision3D],它包含碰撞的信息。\n" -#~ "如果[code]test_only[/code]为[code]true[/code],则物体不会移动,但会给出可" -#~ "能的碰撞信息。" - -#~ msgid "Collision data for [KinematicBody3D] collisions." -#~ msgstr "用于[KinematicBody3D]碰撞的碰撞数据。" - -#~ msgid "" -#~ "Contains collision data for [KinematicBody3D] collisions. When a " -#~ "[KinematicBody3D] is moved using [method KinematicBody3D." -#~ "move_and_collide], it stops if it detects a collision with another body. " -#~ "If a collision is detected, a KinematicCollision3D object is returned.\n" -#~ "This object contains information about the collision, including the " -#~ "colliding object, the remaining motion, and the collision position. This " -#~ "information can be used to calculate a collision response." -#~ msgstr "" -#~ "包含[KinematicBody3D]碰撞的数据。当一个[KinematicBody3D]使用[method " -#~ "KinematicBody3D.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就" -#~ "会停止。如果检测到碰撞,将返回一个KinematicCollision3D对象。\n" -#~ "这个对象包含碰撞的相关信息,包括碰撞的对象、剩余运动和碰撞坐标。这些信息可" -#~ "以用来计算碰撞响应。" - -#~ msgid "The colliding shape's index. See [CollisionObject3D]." -#~ msgstr "碰撞形状的索引。参阅[CollisionObject3D]。" - -#~ msgid "" -#~ "The light's angular size in degrees. Only available for " -#~ "[DirectionalLight3D]s. For reference, the Sun from the Earth is " -#~ "approximately [code]0.5[/code]." -#~ msgstr "" -#~ "灯光的角度大小,单位是度。只适用于[DirectionalLight3D]。作为参考,从地球上" -#~ "看太阳大约是[code]0.5[/code]。" - -#~ msgid "" -#~ "[Texture2D] projected by light. [member shadow_enabled] must be on for " -#~ "the projector to work. Light projectors make the light appear as if it is " -#~ "shining through a colored but transparent object, almost like light " -#~ "shining through stained glass." -#~ msgstr "" -#~ "[Texture2D]由光线投射。[member shadow_enabled]必须打开,投影仪才能工作。光" -#~ "投影仪使光线看起来就像是透过一个彩色但透明的物体照耀的,就像光线透过彩色玻" -#~ "璃照射一样。" - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-" -#~ "resolution shadow maps. A high value can impact performance, make shadows " -#~ "appear grainy and can cause other unwanted artifacts. Try to keep as near " -#~ "default as possible." -#~ msgstr "" -#~ "模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素瑕疵。较高的值可能会影响" -#~ "性能,使阴影呈现颗粒状,并可能导致其他不需要的瑕疵。尽量保持接近默认值。" - -#~ msgid "" -#~ "Offsets the lookup into the shadow map by the object's normal. This can " -#~ "be used to reduce self-shadowing artifacts without using [member " -#~ "shadow_bias]. In practice, this value should be tweaked along with " -#~ "[member shadow_bias] to reduce artifacts as much as possible." -#~ msgstr "" -#~ "通过对象的法线将查找偏移到阴影贴图中。这可用于减少自阴影瑕疵,而无需使用" -#~ "[member shadow_bias]。在实践中,该值应与[member shadow_bias]一起调整,以尽" -#~ "可能减少瑕疵。" - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_fade_start]." -#~ msgstr "" -#~ "访问[member DirectionalLight3D.directional_shadow_fade_start]的常数。" - -#~ msgid "Constant for accessing [member shadow_normal_bias]." -#~ msgstr "用于访问[member shadow_normal_bias]常数。" - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_pancake_size]." -#~ msgstr "" -#~ "访问[member DirectionalLight3D.directional_shadow_pancake_size]的常数。" - -#~ msgid "Constant for accessing [member shadow_blur]." -#~ msgstr "访问[member shadow_blur]的常数。" - -#~ msgid "Constant for accessing [member shadow_transmittance_bias]." -#~ msgstr "访问[member shadow_Transmission_bias]的常数。" - -#~ msgid "A line through several points in 2D space." -#~ msgstr "在二维空间中通过几个点的直线。" - -#~ msgid "" -#~ "Maximum amount of characters that can be entered inside the [LineEdit]. " -#~ "If [code]0[/code], there is no limit." -#~ msgstr "" -#~ "在[LineEdit]内可输入的最大字符数。如果为[code]0[/code],则不做限制。" - -#~ msgid "" -#~ "Emitted when trying to append text that would overflow the [member " -#~ "max_length]." -#~ msgstr "当文本长度将溢出[manber max_length]时触发。" - -#~ msgid "" -#~ "Notification received from the OS when the application is focused, i.e. " -#~ "when changing the focus from the OS desktop or a thirdparty application " -#~ "to any open window of the Godot instance.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "当应用程序被关注时,即当焦点从操作系统桌面或第三方应用程序转移到Godot实例" -#~ "的任何开放窗口时,从操作系统收到的通知。\n" -#~ "在桌面平台上实现。" - -#~ msgid "" -#~ "Notification received from the OS when the application is defocused, i.e. " -#~ "when changing the focus from any open window of the Godot instance to the " -#~ "OS desktop or a thirdparty application.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "当应用程序失去焦点时,即当焦点从Godot实例的任何打开的窗口转移到操作系统桌" -#~ "面或第三方应用程序时,从操作系统收到的通知。\n" -#~ "在桌面平台上实现。" - -#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh." -#~ msgstr "从这个网格中计算出一个[ConvexPolygonShape3D]凸多面体。" - -#~ msgid "Sets a hint to be used for lightmap resolution." -#~ msgstr "设置用于光贴图分辨率的提示。" - -#~ msgid "" -#~ "Sets the override [Material] for the specified surface of the [Mesh] " -#~ "resource. This material is associated with this [MeshInstance3D] rather " -#~ "than with the [Mesh] resource." -#~ msgstr "" -#~ "为[Mesh]资源的指定表面设置覆盖[Material]。这个材质与这个[MeshInstance3D]相" -#~ "关,而不是与[Mesh]资源相关。" - -#~ msgid "Returns the visibility axis-aligned bounding box." -#~ msgstr "返回可见性轴对齐的包围盒。" - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use color data (see [member " -#~ "color_array])." -#~ msgstr "" -#~ "如果 [code]true[/code],[MultiMesh] 将使用颜色数据(参见 [member " -#~ "color_array])。" - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use custom data (see [member " -#~ "custom_data_array])." -#~ msgstr "" -#~ "如果 [code]true[/code],则 [MultiMesh] 将使用自定义数据(参见 [member " -#~ "custom_data_array])。" - -#~ msgid "" -#~ "Locks this [Mutex], blocks until it is unlocked by the current owner." -#~ msgstr "锁定这个[Mutex],直到它被当前所有者解锁为止。" - -#~ msgid "Unlocks this [Mutex], leaving it to other threads." -#~ msgstr "解锁这个[Mutex],把它留给其他线程。" - -#~ msgid "" -#~ "Returns the point closest to the provided [code]to_point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "返回导航网格表面上最接近提供的[code]to_point[/code]的点。" - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "get_closest_point]." -#~ msgstr "返回由[method get_closest_point]得到的点的所有者区域的RID。" - -#~ msgid "" -#~ "Returns the closest point between the navigation surface and the segment." -#~ msgstr "返回导航面和线段之间最近的点。" - -#~ msgid "2D Agent used in navigation for collision avoidance." -#~ msgstr "用于避碰导航的2D Agent。" - -#~ 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 " -#~ "collision avoidance. The agent needs navigation data to work correctly. " -#~ "This can be done by having the agent as a child of a [Navigation2D] node, " -#~ "or using [method set_navigation]. [NavigationAgent2D] is physics safe." -#~ msgstr "" -#~ "2D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对" -#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为" -#~ "[Navigation2D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationAgent2D]是物理安全的。" - -#~ msgid "" -#~ "Returns the distance to the target location, using the agent's global " -#~ "position. The user must set the target location with [method " -#~ "set_target_location] in order for this to be accurate." -#~ msgstr "" -#~ "使用代理的全局位置返回到目标位置的距离。用户必须使用[method " -#~ "set_target_location]设置目标位置,以使其准确。" - -#~ msgid "" -#~ "Returns the reachable final location in global coordinates. This can " -#~ "change if the navigation path is altered in any way." -#~ msgstr "" -#~ "返回全局坐标中可到达的最终位置。这可能会随着导航路径的改变而发生变化。" - -#~ msgid "Returns the path from start to finish in global coordinates." -#~ msgstr "返回全局坐标中从开始到结束的路径。" - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector2Array]." -#~ msgstr "返回代理当前在导航路径的[PackedVector2Array]中的索引。" - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "返回代理用于其导航系统的[Navigation2D]节点。" - -#~ msgid "" -#~ "Returns a [Vector2] in global coordinates, that can be moved to, making " -#~ "sure that there are no static objects in the way. If the agent does not " -#~ "have a navigation path, it will return the position of the agent's parent." -#~ msgstr "" -#~ "返回一个可以移动到的[Vector2]全局坐标,这需要确保路径上没有静态碰撞体。如" -#~ "果代理没有导航路径,它将返回代理的父节点的位置。" - -#~ msgid "" -#~ "Returns the user defined [Vector2] after setting the target location." -#~ msgstr "在设置目标位置后返回用户定义的[Vector2]。" - -#~ msgid "" -#~ "Returns true if the navigation path's final location has been reached." -#~ msgstr "如果已经到达导航路径的最终位置,则返回true。" - -#~ msgid "" -#~ "Returns true if the target location is reachable. The target location is " -#~ "set using [method set_target_location]." -#~ msgstr "" -#~ "如果目标位置是可到达的,则返回true。目标位置使用[method " -#~ "set_target_location]设置。" - -#~ msgid "" -#~ "Returns true if the target location is reached. The target location is " -#~ "set using [method set_target_location]. It may not always be possible to " -#~ "reach the target location. It should always be possible to reach the " -#~ "final location though. See [method get_final_location]." -#~ msgstr "" -#~ "如果到达目标位置则返回true。目标位置使用[method set_target_location]设置。" -#~ "可能并不总是能够到达目标位置。不过,它应该总是有可能到达最终的位置。" -#~ "get_final_location[方法]。" - -#~ msgid "" -#~ "Sets the [Navigation2D] node used by the agent. Useful when you don't " -#~ "want to make the agent a child of a [Navigation2D] node." -#~ msgstr "" -#~ "设置代理使用的[Navigation2D]节点。当你不想让代理成为[Navigation2D]节点的子" -#~ "节点时,这很有用。" - -#~ msgid "" -#~ "Sets the user desired final location. This will clear the current " -#~ "navigation path." -#~ msgstr "设置用户希望的最终位置。这将清除当前的导航路径。" - -#~ msgid "" -#~ "Sends the passed in velocity to the collision avoidance algorithm. It " -#~ "will adjust the velocity to avoid collisions. Once the adjustment to the " -#~ "velocity is complete, it will emit the [signal velocity_computed] signal." -#~ msgstr "" -#~ "将传递的速度发送给避碰算法。它会调整速度以避免碰撞。一旦速度调整完成,它将" -#~ "发出[signal velocity_computed]信号。" - -#~ msgid "The maximum number of neighbors for the agent to consider." -#~ msgstr "agent要考虑的最大邻居数。" - -#~ msgid "The distance to search for other agents." -#~ msgstr "寻找其他 Agent 的距离。" - -#~ msgid "" -#~ "The maximum distance the agent is allowed away from the ideal path to the " -#~ "final location. This can happen due to trying to avoid collisions. When " -#~ "the maximum distance is exceeded, it recalculates the ideal path." -#~ msgstr "" -#~ "Agent 从理想路径到最终位置所允许的最大距离。由于试图避免碰撞,这可能会发" -#~ "生。当超过最大距离时,它重新计算理想路径。" - -#~ msgid "The radius of the agent." -#~ msgstr "Agent 的半径。" - -#~ msgid "" -#~ "The distance threshold before a target is considered to be reached. This " -#~ "will allow an agent to not have to hit a point on the path exactly, but " -#~ "in the area." -#~ msgstr "" -#~ "认为到达目标之前的距离阈值。这将允许Agent不必精确地命中路径上的某个点,而" -#~ "是在该区域内。" - -#~ msgid "" -#~ "The minimal amount of time for which this agent's velocities, that are " -#~ "computed with the collision avoidance algorithim, are safe with respect " -#~ "to other agents. The larger the number, the sooner the agent will respond " -#~ "to other agents, but less freedom in choosing its velocities. Must be " -#~ "positive." -#~ msgstr "" -#~ "在最短的时间内,这个Agent的速度,由碰撞避免算法计算,相对于其他代理是安全" -#~ "的。数值越大,Agent对其他Agent的响应就越快,但选择速度的自由度就越小。必须" -#~ "是正的。" - -#~ msgid "Notifies when the final location is reached." -#~ msgstr "到达最终位置时通知。" - -#~ msgid "Notifies when the navigation path changes." -#~ msgstr "当导航路径改变时发出通知。" - -#~ msgid "" -#~ "Notifies when the player defined target, set with [method " -#~ "set_target_location], is reached." -#~ msgstr "" -#~ "当玩家定义的目标(用[method set_target_location]设置)到达时发出通知。" - -#~ msgid "" -#~ "Notifies when the collision avoidance velocity is calculated. Emitted by " -#~ "[method set_velocity]." -#~ msgstr "当计算避碰速度时发出通知。由[method set_velocity]触发。" - -#~ msgid "3D Agent used in navigation for collision avoidance." -#~ msgstr "用于导航避碰的 3D Agent。" - -#~ 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 " -#~ "collision avoidance. The agent needs navigation data to work correctly. " -#~ "This can be done by having the agent as a child of a [Navigation3D] node, " -#~ "or using [method set_navigation]. [NavigationAgent3D] is physics safe." -#~ msgstr "" -#~ "3D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对" -#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为" -#~ "[Navigation3D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationAgent3D]是物理安全的。" - -#~ msgid "" -#~ "Returns the reachable final location in global coordinates. This can " -#~ "change if the navigation path is altered in any way. Because of this, it " -#~ "would be best to check this each frame." -#~ msgstr "" -#~ "返回全局坐标中可到达的最终位置。如果导航路径以任何方式改变,这可能会改变。" -#~ "因此,最好在每一帧都检查一下。" - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector3Array]." -#~ msgstr "返回Agent当前在导航路径的[PackedVector3Array]中的索引。" - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "返回Agent用于其导航系统的[Navigation3D]节点。" - -#~ msgid "" -#~ "Returns a [Vector3] in global coordinates, that can be moved to, making " -#~ "sure that there are no static objects in the way. If the agent does not " -#~ "have a navigation path, it will return the origin of the agent's parent." -#~ msgstr "" -#~ "返回一个可以到达的[Vector3]的全局坐标,并确保路径上没有静态物体。如果代理" -#~ "没有导航路径,它将返回代理的父节点的原点。" - -#~ msgid "" -#~ "Returns the user defined [Vector3] after setting the target location." -#~ msgstr "在设置目标位置后返回用户定义的[Vector3]。" - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the agent. Useful when you don't " -#~ "want to make the agent a child of a [Navigation3D] node." -#~ msgstr "" -#~ "设置Agent使用的[Navigation3D]节点。当你不想让Agent成为[Navigation3D]节点的" -#~ "子节点时,这很有用。" - -#~ msgid "The agent height offset to match the navigation mesh height." -#~ msgstr "Agent高度偏移以匹配导航网格高度。" - -#~ msgid "" -#~ "Ignores collisions on the Y axis. Must be true to move on a horizontal " -#~ "plane." -#~ msgstr "忽略Y轴上的碰撞。在水平面上移动必须是正确的。" - -#~ msgid "2D Obstacle used in navigation for collision avoidance." -#~ msgstr "用于导航避碰的2D障碍物。" - -#~ msgid "" -#~ "2D Obstacle used in navigation for collision avoidance. The obstacle " -#~ "needs navigation data to work correctly. This can be done by having the " -#~ "obstacle as a child of a [Navigation2D] node, or using [method " -#~ "set_navigation]. [NavigationObstacle2D] is physics safe." -#~ msgstr "" -#~ "用于导航避碰的2D障碍物。障碍物需要导航数据才能正常工作。这可以通过将障碍作" -#~ "为[Navigation2D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationObstacle2D]是物理安全的。" - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "返回障碍物用于其导航系统的[Navigation2D]节点。" - -#~ msgid "" -#~ "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " -#~ "want to make the obstacle a child of a [Navigation2D] node." -#~ msgstr "" -#~ "设置障碍物使用的[Navigation2D]节点。当你不想让障碍物成为[Navigation2D]节点" -#~ "的子节点时,这很有用。" - -#~ msgid "3D Obstacle used in navigation for collision avoidance." -#~ msgstr "用于导航的避碰3D障碍。" - -#~ msgid "" -#~ "3D Obstacle used in navigation for collision avoidance. The obstacle " -#~ "needs navigation data to work correctly. This can be done by having the " -#~ "obstacle as a child of a [Navigation3D] node, or using [method " -#~ "set_navigation]. [NavigationObstacle3D] is physics safe." -#~ msgstr "" -#~ "用于导航的避碰3D障碍。障碍物需要导航数据才能正常工作。这可以通过将障碍作为" -#~ "[Navigation3D]节点的子节点来实现,或者使用[method set_navigation]。" -#~ "[NavigationObstacle3D]在物理上是安全的。" - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "返回障碍物用于其导航系统的[Navigation3D]节点。" - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the obstacle. Useful when you don't " -#~ "want to make the obstacle a child of a [Navigation3D] node." -#~ msgstr "" -#~ "设置障碍物使用的[Navigation3D]节点。当你不想让障碍物成为[Navigation3D]节点" -#~ "的子节点时,这很有用。" - -#~ msgid "A region of the navigation map." -#~ msgstr "导航地图上的一个区域。" - -#~ msgid "" -#~ "A region of the navigation map. It tells the [Navigation3D] node what can " -#~ "be navigated and what cannot, based on the [NavigationMesh] resource. " -#~ "This should be a child of a [Navigation3D] node (even not a direct child)." -#~ msgstr "" -#~ "导航地图上的一个区域。它告诉[Navigation3D]节点什么可以导航,什么不能,基于" -#~ "[NavigationMesh]资源。这应该是一个[Navigation3D]节点的子节点(即使不是直接" -#~ "的子节点)。" - -#~ msgid "" -#~ "Bakes the [NavigationMesh]. The baking is done in a separate thread " -#~ "because navigation baking is not a cheap operation. This can be done at " -#~ "runtime. When it is completed, it automatically sets the new " -#~ "[NavigationMesh]." -#~ msgstr "" -#~ "烘焙(NavigationMesh)。烘焙是在一个单独的线程中完成的,因为导航烘焙不是一个" -#~ "低开销的操作。这可以在运行时完成。当它完成时,它会自动设置新的" -#~ "[NavigationMesh]。" - -#~ msgid "Determines if the [NavigationRegion3D] is enabled or disabled." -#~ msgstr "确定[NavigationRegion3D]是启用还是禁用。" - -#~ msgid "Notifies when the navigation mesh bake operation is completed." -#~ msgstr "当导航网格烘焙操作完成时发送该通知。" - -#~ msgid "Notifies when the [NavigationMesh] has changed." -#~ msgstr "当[NavigationMesh]发生变化时发送通知。" - -#~ msgid "Server interface for low-level 2D navigation access" -#~ msgstr "用于低级2D导航访问的服务器接口" - -#~ msgid "" -#~ "NavigationServer2D is the server responsible for all 2D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This keeps tracks of any call and executes them during the sync phase. " -#~ "This means that you can request any change to the map, using any thread, " -#~ "without worrying." -#~ msgstr "" -#~ "NavigationServer2D是负责所有2D导航的服务器。它创建了用于导航的代理、地图和" -#~ "区域,以便按照预期工作。这将跟踪任何调用并在同步阶段执行它们。这意味着您可" -#~ "以使用任何线程请求对映射的任何更改,而无需担心。" - -#~ msgid "Creates the agent." -#~ msgstr "创建Agint。" - -#~ msgid "Returns true if the map got changed the previous frame." -#~ msgstr "如果地图在前一帧中被改变,则返回true。" - -#~ msgid "Callback called at the end of the RVO process." -#~ msgstr "在RVO进程结束时调用回调函数。" - -#~ msgid "Puts the agent in the map." -#~ msgstr "把Agent放到地图上。" - -#~ msgid "" -#~ "Sets the maximum number of other agents the agent takes into account in " -#~ "the navigation. The larger this number, the longer the running time of " -#~ "the simulation. If the number is too low, the simulation will not be safe." -#~ msgstr "" -#~ "设置该Agent在导航中考虑的其他代理的最大数量。这个数字越大,模拟的运行时间" -#~ "就越长。如果数值过低,模拟就不安全。" - -#~ msgid "Sets the maximum speed of the agent. Must be positive." -#~ msgstr "设置代理的最大速度。必须是正的。" - -#~ msgid "" -#~ "Sets the maximum distance to other agents this agent takes into account " -#~ "in the navigation. The larger this number, the longer the running time of " -#~ "the simulation. If the number is too low, the simulation will not be safe." -#~ msgstr "" -#~ "设置与该代理在导航中考虑的其他代理的最大距离。这个数字越大,模拟的运行时间" -#~ "就越长。如果数值过低,模拟就不安全。" - -#~ msgid "Sets the position of the agent in world space." -#~ msgstr "设置代理在世界空间中的位置。" - -#~ msgid "Sets the radius of the agent." -#~ msgstr "设置代理的半径。" - -#~ msgid "Sets the new target velocity." -#~ msgstr "设置新的目标速度。" - -#~ msgid "" -#~ "The minimal amount of time for which the agent's velocities that are " -#~ "computed by the simulation are safe with respect to other agents. The " -#~ "larger this number, the sooner this agent will respond to the presence of " -#~ "other agents, but the less freedom this agent has in choosing its " -#~ "velocities. Must be positive." -#~ msgstr "" -#~ "仿真计算出的该代理人的速度相对于其他代理人来说是安全的最小时间量。这个数字" -#~ "越大,该代理人越早对其他代理人的存在作出反应,但该代理人在选择其速度方面的" -#~ "自由度越小。必须是正数。" - -#~ msgid "Sets the current velocity of the agent." -#~ msgstr "设置代理的当前速度。" - -#~ msgid "Destroy the RID" -#~ msgstr "销毁RID" - -#~ msgid "Create a new map." -#~ msgstr "创建新地图。" - -#~ msgid "Returns the map cell size." -#~ msgstr "返回地图单元的大小。" - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "返回由[方法map_get_closest_point]返回的点的所有者区域RID。" - -#~ msgid "" -#~ "Returns the edge connection margin of the map. The edge connection margin " -#~ "is a distance used to connect two regions." -#~ msgstr "返回地图的边缘连接边距。边缘连接边距是用于连接两个区域的距离。" - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin, " -#~ "while avoiding static obstacles." -#~ msgstr "返回从原点到达目的地的导航路径,同时避开静态障碍。" - -#~ msgid "Returns true if the map is active." -#~ msgstr "如果地图处于活动状态,返回true。" - -#~ msgid "Sets the map active." -#~ msgstr "将地图设置为active。" - -#~ msgid "Set the map cell size used to weld the navigation mesh polygons." -#~ msgstr "设置用于焊接导航网格多边形的地图单元尺寸。" - -#~ msgid "" -#~ "Set the map edge connection margin used to weld the compatible region " -#~ "edges." -#~ msgstr "设置用于焊接兼容区域边缘的地图边缘连接余量。" - -#~ msgid "Creates a new region." -#~ msgstr "创建一个新区域。" - -#~ msgid "Sets the map for the region." -#~ msgstr "设置该区域的地图。" - -#~ msgid "Sets the navigation mesh for the region." -#~ msgstr "设置区域的导航网格。" - -#~ msgid "Sets the global transformation for the region." -#~ msgstr "设置该区域的全局转换。" - -#~ msgid "Server interface for low-level 3D navigation access" -#~ msgstr "服务器接口,用于低层次的3D 导航访问" - -#~ msgid "" -#~ "NavigationServer3D is the server responsible for all 3D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This keeps tracks of any call and executes them during the sync phase. " -#~ "This means that you can request any change to the map, using any thread, " -#~ "without worrying." -#~ msgstr "" -#~ "NavigationServer3D 是负责所有3D 导航的服务器。它为导航创建代理、地图和区" -#~ "域,以便按预期的方式工作。这可以跟踪任何呼叫,并在同步阶段执行它们。这意味" -#~ "着您可以使用任何线程请求对映射的任何更改,而无需担心。" - -#~ msgid "" -#~ "Returns the point closest to the provided [code]point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "返回导航网格图面上最接近提供的[code]point[/code]的点。" - -#~ msgid "" -#~ "Returns the normal for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "返回[ method map _ get _ closest _ point ]返回的点的法线值。" - -#~ msgid "Returns the edge connection margin of the map." -#~ msgstr "返回地图的边缘连接边距。" - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin." -#~ msgstr "返回从原点到达目的地的导航路径。" - -#~ msgid "Returns the map's up direction." -#~ msgstr "返回地图的向上方向。" - -#~ msgid "" -#~ "Set the map edge connection margein used to weld the compatible region " -#~ "edges." -#~ msgstr "设置用于焊接兼容区域边缘的映射边缘连接边缘。" - -#~ msgid "Sets the map up direction." -#~ msgstr "设置地图的向上方向。" - -#~ msgid "" -#~ "Process the collision avoidance agents.\n" -#~ "The result of this process is needed by the physics server, so this must " -#~ "be called in the main thread.\n" -#~ "Note: This function is not thread safe." -#~ msgstr "" -#~ "处理避免碰撞Agent。\n" -#~ "物理服务器需要该进程的结果,因此必须在主线程中调用该进程。\n" -#~ "注意: 此函数不是线程安全的。" - -#~ msgid "Bakes the navigation mesh." -#~ msgstr "烘焙导航网格。" - -#~ msgid "Control activation of this server." -#~ msgstr "控制该服务器的激活。" - -#~ msgid "" -#~ "A PacketPeer implementation that should be passed to [member SceneTree." -#~ "network_peer] after being initialized as either a client or server. " -#~ "Events can then be handled by connecting to [SceneTree] signals." -#~ msgstr "" -#~ "一个PacketPeer的实现,在被初始化为客户端或服务器后,应该被传递给[成员" -#~ "SceneTree.network_peer]。然后可以通过连接到[SceneTree]信号来处理事件。" - -#~ msgid "" -#~ "The compression method used for network packets. These have different " -#~ "tradeoffs of compression speed versus bandwidth, you may need to test " -#~ "which one works best for your use case if you use compression at all." -#~ msgstr "" -#~ "用于网络数据包的压缩方法。它们在压缩速度和带宽上有不同的权衡,如果您使用压" -#~ "缩的话,您可能需要测试哪一个最适合您的用例。" - -#~ msgid "ENet's built-in range encoding." -#~ msgstr "ENet的内置范围编码。" - -#~ msgid "" -#~ "Manages the connection to network peers. Assigns unique IDs to each " -#~ "client connected to the server." -#~ msgstr "管理到网络对等体的连接。为连接到服务器的每个客户端分配唯一的id。" - -#~ msgid "Doesn't do anything at the time of writing." -#~ msgstr "在写的时候什么也不做。" - -#~ msgid "The height of the 9-slice's left column." -#~ msgstr "9-slice的左列的高度。" - -#~ msgid "The height of the 9-slice's right column." -#~ msgstr "9-slice的右列的高度。" - -#~ msgid "The height of the 9-slice's top row." -#~ msgstr "9-slice的顶行的高度。" - -#~ msgid "" -#~ "Finds the first parent of the current node whose name matches [code]mask[/" -#~ "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" -#~ "code] matches zero or more characters and [code]\"?\"[/code] matches any " -#~ "single character except [code]\".\"[/code]).\n" -#~ "[b]Note:[/b] It does not match against the full path, just against " -#~ "individual node names." -#~ msgstr "" -#~ "查找当前节点的第一个父节点,其名称与[method String.match]中的[code]mask[/" -#~ "code]相匹配(即区分大小写,但[code]\"*\"[/code]匹配零或多个字符,[code]\"?" -#~ "\"[/code]匹配任何单一字符,除了[code]\".\"[/code])。\n" -#~ "[b]注意:[/b]它不与全路径匹配,只与单个节点名称匹配。" - -#~ msgid "Returns an array listing the groups that the node is a member of." -#~ msgstr "返回一个数组,该数组列出节点所属的组。" - -#~ msgid "" -#~ "When a scene is instanced from a file, its topmost node contains the " -#~ "filename from which it was loaded." -#~ msgstr "" -#~ "当一个场景从一个文件中实例化时,它的最上面的节点包含加载它的文件名。" - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "focused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from the OS desktop or a third-party application to a " -#~ "window of the game (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)." -#~ msgstr "" -#~ "当节点的父[Window]被聚焦时,从操作系统收到的通知。这可能是同一引擎实例的两" -#~ "个窗口之间的焦点变化,或者是从操作系统桌面或第三方应用程序到游戏窗口的焦点" -#~ "变化(在这种情况下,[constant NOTIFICATION_APPLICATION_FOCUS_IN]也被发射出" -#~ "来)。" - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "defocused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from a window of the game to the OS desktop or a " -#~ "third-party application (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)." -#~ msgstr "" -#~ "当节点的父级[Window]被取消焦点时,从操作系统收到的通知。这可能是同一引擎实" -#~ "例的两个窗口之间的焦点变化,或者是从游戏的一个窗口到操作系统桌面或第三方应" -#~ "用程序的焦点变化(在这种情况下,[constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_OUT]也被发射出来)。" - -#~ msgid "" -#~ "Returns the angle between the node and the [code]point[/code] in radians." -#~ msgstr "返回节点与[code]point[/code]之间的角度,单位为弧度。" - -#~ msgid "" -#~ "Whether the texture can be tiled without visible seams or not. Seamless " -#~ "textures take longer to generate." -#~ msgstr "" -#~ "纹理是否可以在没有可见接缝的情况下进行铺设。无缝纹理需要更长的时间来生成。" - -#~ msgid "" -#~ "Deletes the object from memory. Any pre-existing reference to the freed " -#~ "object will become invalid, e.g. [code]is_instance_valid(object)[/code] " -#~ "will return [code]false[/code]." -#~ msgstr "" -#~ "从内存中删除对象。对被释放对象的任何预先存在的引用都将无效,例如" -#~ "[code]is_instance_valid(object)[/code]将返回[code]false[/code]。" - -#~ msgid "Returns the object's class as a [String]." -#~ msgstr "返回对象的类型名[String]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the object inherits from the given " -#~ "[code]class[/code]." -#~ msgstr "如果该对象继承于给定的[code]class[/code],则返回[code]true[/code]。" - -#~ msgid "" -#~ "Adds or changes a given entry in the object's metadata. Metadata are " -#~ "serialized, and can take any [Variant] value." -#~ msgstr "" -#~ "在对象的元数据中添加或更改给定的条目。元数据是序列化的,可以接受任何" -#~ "[Variant]值。" - -#~ msgid "" -#~ "An Omnidirectional light is a type of [Light3D] that emits light in all " -#~ "directions. The light is attenuated by distance and this attenuation can " -#~ "be configured by changing its energy, radius, and attenuation parameters." -#~ msgstr "" -#~ "全向光是一种[Light3D]的类型,它向所有方向发射光。光线会因距离而衰减,这种" -#~ "衰减可以通过改变其能量、半径和衰减参数来配置。" - -#~ msgid "" -#~ "Generate a noise image with the requested [code]width[/code] and " -#~ "[code]height[/code], based on the current noise parameters." -#~ msgstr "" -#~ "根据当前的噪声参数,生成一个具有要求的[code]width[/code]和[code]height[/" -#~ "code]的噪声图像。" - -#~ msgid "" -#~ "Delay execution of the current thread by [code]msec[/code] milliseconds." -#~ msgstr "将当前线程的执行延迟[code]msec[/code]毫秒。" - -#~ msgid "" -#~ "Delay execution of the current thread by [code]usec[/code] microseconds." -#~ msgstr "延迟执行当前线程的[code]usec[/code]微秒。" - -#~ msgid "Returns an environment variable." -#~ msgstr "返回一个环境变量。" - -#~ msgid "Returns the host OS locale." -#~ msgstr "返回主机操作系统区域设置。" - -#~ msgid "" -#~ "Returns a string that is unique to the device.\n" -#~ "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method " -#~ "isn't implemented on those platforms yet." -#~ msgstr "" -#~ "返回一个对该设备来说唯一的字符串。\n" -#~ "[b]注意:[/b] 在HTML5和UWP上返回一个空字符串,因为这个方法在这些平台上还没" -#~ "有实现。" - -#~ msgid "Returns the current UNIX epoch timestamp." -#~ msgstr "返回当前 UNIX epoch 的时间戳。" - -#~ msgid "Returns [code]true[/code] if an environment variable exists." -#~ msgstr "如果存在环境变量,则返回[code]true[/code]。" - -#~ msgid "The Vulkan rendering backend." -#~ msgstr "Vulkan渲染后端。" - -#~ msgid "Returns [code]true[/code] if the array contains [code]value[/code]." -#~ msgstr "如果数组中存在值 [code]value[/code],则返回 [code]true[/code]。" - -#~ msgid "Sorts the elements of the array in ascending order." -#~ msgstr "将数组的元素按升序排序。" - -#~ msgid "A packed [Array] of 32-bit floating-point values." -#~ msgstr "32位浮点值的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 32-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." -#~ msgstr "" -#~ "一个专门用于保存32位浮点值的[Array]。紧密地包装数据,当数组尺寸较大时,这" -#~ "将节省内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "如果你需要紧紧地打包64位浮点,请参阅[PackedFloat64Array]。" - -#~ msgid "" -#~ "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedFloat32Array]。你可以选择传入一个通用的[Array],它将被" -#~ "转换。" - -#~ msgid "Appends a [PackedFloat32Array] at the end of this array." -#~ msgstr "在这个数组的末端添加一个[PackedFloat32Array]。" - -#~ msgid "A packed [Array] of 64-bit floating-point values." -#~ msgstr "一个由64位浮点值组成的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] " -#~ "for a more memory-friendly alternative." -#~ msgstr "" -#~ "一个专门用来保存64位浮点值的[阵列]。通过紧密地包装数据,当数组尺寸较大时," -#~ "这将节省一定内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "如果你只需要紧紧地打包32位浮点数,请看[PackedFloat32Array],这是一个对内存" -#~ "更友好的选择。" - -#~ msgid "" -#~ "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedFloat64Array]。你可以选择传入一个通用的[Array],它将被" -#~ "转换。" - -#~ msgid "Appends a [PackedFloat64Array] at the end of this array." -#~ msgstr "在这个数组的末端添加一个[PackedFloat64Array]。" - -#~ msgid "A packed [Array] of 64-bit integers." -#~ msgstr "一个由64位整数组成的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit integer values. Packs " -#~ "data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "[b]Note:[/b] This type stores signed 64-bit integers, which means it can " -#~ "take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" -#~ "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those " -#~ "bounds will wrap around. If you only need to pack 32-bit integers " -#~ "tightly, see [PackedInt32Array] for a more memory-friendly alternative." -#~ msgstr "" -#~ "一个专门用于保存64位整数值的[阵列]。通过紧密地包装数据,当数组尺寸较大时," -#~ "这将节省一定内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "[b]注意:[/b] 该类型存储有符号的64位整数,这意味着它可以在[code][-2^63, " -#~ "2^63 - 1][/code]的区间内取值,即[code][-9223372036854775808, " -#~ "9223372036854775807][/code]。超过这些界限将被包起来。如果你只需要紧紧地打" -#~ "包32位整数,请参阅[PackedInt32Array],这是一个对内存更友好的选择。" - -#~ msgid "" -#~ "Constructs a new [PackedInt64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedInt64Array]。你可以选择传入一个通用的[Array],它将被转" -#~ "换。" - -#~ msgid "Appends a [PackedInt64Array] at the end of this array." -#~ msgstr "在此数组末尾追加一个[PackedInt64Array]。" - -#~ msgid "" -#~ "This class represents a DTLS peer connection. It can be used to connect " -#~ "to a DTLS server, and is returned by [method DTLSServer.take_connection]." -#~ msgstr "" -#~ "此类表示DTLS对等连接。它可用于连接到DTLS服务器,并由[method DTLSServer." -#~ "take_connection]返回。" - -#~ msgid "" -#~ "Waits for a packet to arrive on the listening port. See [method listen]." -#~ msgstr "等待一个数据包到达监听端口。参见 [method listen]。" - -#~ msgid "Point sampler for a [Path3D]." -#~ msgstr "[Path3D]的点取样器。" - -#~ msgid "" -#~ "This node takes its parent [Path3D], and returns the coordinates of a " -#~ "point within it, given a distance from the first vertex.\n" -#~ "It is useful for making other nodes follow a path, without coding the " -#~ "movement pattern. For that, the nodes must be children of this node. The " -#~ "descendant nodes will then move accordingly when setting an offset in " -#~ "this node." -#~ msgstr "" -#~ "这个节点接受它的父节点[Path3D] ,并返回其中一个点的坐标,给定距离第一个顶" -#~ "点的距离。\n" -#~ "它有助于使其他节点遵循一条路径,而无需编写运动模式的代码。为此,节点必须是" -#~ "此节点的子节点。然后,当在此节点中设置偏移量时,子代节点将相应移动。" - -#~ msgid "" -#~ "Adds a custom monitor with name same as id. You can specify the category " -#~ "of monitor using '/' in id. If there are more than one '/' then default " -#~ "category is used. Default category is \"Custom\".\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n" -#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds " -#~ "monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but " -#~ "different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same " -#~ "category but different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/" -#~ "MyMonitor\" to category \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "The debugger calls the callable to get the value of custom monitor. The " -#~ "callable must return a number.\n" -#~ "Callables are called with arguments supplied in argument array.\n" -#~ "[b]Note:[/b] It throws an error if given id is already present." -#~ msgstr "" -#~ "添加一个名称与id相同的自定义监视器。你可以用id中的'/'指定监视器的类别。如" -#~ "果有一个以上的'/',则使用默认类别。默认的类别是 \"Custom\"。\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n" -#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds " -#~ "monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but " -#~ "different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same " -#~ "category but different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/" -#~ "MyMonitor\" to category \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "调试器调用可调用程序以获得自定义监视器的值。该可调用程序必须返回一个数" -#~ "字。\n" -#~ "调用可调用程序的参数是在参数数组中提供的。\n" -#~ "[b]注意:[/b] 如果给定的id已经存在,它会抛出一个错误。" - -#~ msgid "" -#~ "Returns the value of custom monitor with given id. The callable is called " -#~ "to get the value of custom monitor.\n" -#~ "[b]Note:[/b] It throws an error if the given id is absent." -#~ msgstr "" -#~ "返回带有给定id的自定义监视器的值。调用可调用对象以获取自定义监视器的值。\n" -#~ "[b]注意:[/b]如果给定id不存在,则抛出错误。" - -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "在数组中返回活动自定义监控器的名称。" - -#~ msgid "Returns the last tick in which custom monitor was added/removed." -#~ msgstr "返回添加/删除自定义监视器的最后一个标记。" - -#~ msgid "" -#~ "Returns true if custom monitor with the given id is present otherwise " -#~ "returns false." -#~ msgstr "如果存在给定id的自定义监视器,则返回true,否则返回false。" - -#~ msgid "" -#~ "Removes the custom monitor with given id.\n" -#~ "[b]Note:[/b] It throws an error if the given id is already absent." -#~ msgstr "" -#~ "移除指定id的自定义监视器。\n" -#~ "[b]注意:[/b]如果给定的id已经不在,它会抛出一个错误。" - -#~ msgid "Damps the body's rotation if greater than [code]0[/code]." -#~ msgstr "如果大于[code]0[/code],则会抑制身体的旋转。" - -#~ msgid "Sets the body's transform." -#~ msgstr "设置实体的变换。" - -#~ msgid "" -#~ "If [code]true[/code], the body is deactivated when there is no movement, " -#~ "so it will not take part in the simulation until it is awaken by an " -#~ "external force." -#~ msgstr "" -#~ "如果[code]true[/code],实体在没有运动时会被禁用,因此在被外力唤醒之前,它" -#~ "不会参与模拟。" - -#~ msgid "" -#~ "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " -#~ "(max friction)." -#~ msgstr "" -#~ "实体的摩擦力,从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦力)。" - -#~ msgid "" -#~ "This is multiplied by the global 3D gravity setting found in [b]Project > " -#~ "Project Settings > Physics > 3d[/b] to produce the body's gravity. For " -#~ "example, a value of 1 will be normal gravity, 2 will apply double " -#~ "gravity, and 0.5 will apply half gravity to this object." -#~ msgstr "" -#~ "该值乘以[b]项目>项目设置>物理>3D[/b]中的全局3D重力设置,以生成实体的重力。" -#~ "例如,值1将为正常重力,值2将对该对象应用双重重力,值0.5将对此对象应用半重" -#~ "力。" - -#~ msgid "Sets the joint's transform." -#~ msgstr "设置关节的变换。" - -#~ msgid "Sets the joint's rotation in radians." -#~ msgstr "以弧度为单位设置关节的旋转。" - -#~ msgid "Sets the joint's rotation in degrees." -#~ msgstr "以度为单位设置关节的旋转。" - -#~ msgid "Damps the body's movement if greater than [code]0[/code]." -#~ msgstr "如果大于[code]0[/code],则会抑制实体的运动。" - -#~ msgid "[Sky] [Material] used for a physically based sky." -#~ msgstr "[Sky][Material]用于基于物理的天空。" - -#~ msgid "" -#~ "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to " -#~ "draw a sky based on physical properties. This results in a substantially " -#~ "more realistic sky than the [ProceduralSkyMaterial], but it is slightly " -#~ "slower and less flexible.\n" -#~ "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " -#~ "direction of the sun are taken from the first [DirectionalLight3D] in the " -#~ "scene tree.\n" -#~ "As it is based on a daylight model, the sky fades to black as the sunset " -#~ "ends. If you want a full day/night cycle, you will have to add a night " -#~ "sky by converting this to a [ShaderMaterial] and adding a night sky " -#~ "directly into the resulting shader." -#~ msgstr "" -#~ "[PhysicalSkyMaterial]使用Preetham分析日光模型根据物理特性绘制天空。这使得" -#~ "天空比[ProceduralSkyMaterial]更加逼真,但速度稍慢,灵活性稍差。\n" -#~ "[PhysicalSkyMaterial]仅支持一个太阳。太阳的颜色、能量和方向取自场景树中的" -#~ "第一个[DirectionalLight3D]。\n" -#~ "由于它基于日光模型,日落结束时天空逐渐变暗。如果需要完整的昼夜循环,则必须" -#~ "通过将其转换为[ShaderMaterial]并将夜空直接添加到结果着色器中来添加夜空。" - -#~ msgid "" -#~ "Sets the amount of dithering to use. Dithering helps reduce banding that " -#~ "appears from the smooth changes in color in the sky. Use the lowest value " -#~ "possible, higher amounts may add fuzziness to the sky." -#~ msgstr "" -#~ "设置要使用的抖动量。抖动有助于减少因天空中颜色的平滑变化而出现的带状。使用" -#~ "尽可能低的值,较高的值可能会增加天空的模糊性。" - -#~ msgid "" -#~ "Sets the exposure of the sky. Higher exposure values make the entire sky " -#~ "brighter." -#~ msgstr "设置天空的曝光。曝光值越高,整个天空越亮。" - -#~ msgid "" -#~ "Modulates the [Color] on the bottom half of the sky to represent the " -#~ "ground." -#~ msgstr "调制天空下半部分的[Color]以表示地面。" - -#~ msgid "" -#~ "Controls the strength of mie scattering for the sky. Mie scattering " -#~ "results from light colliding with larger particles (like water). On " -#~ "earth, mie scattering results in a whiteish color around the sun and " -#~ "horizon." -#~ msgstr "" -#~ "控制天空的mie散射强度。Mie散射是光与较大颗粒(如水)碰撞的结果。在地球上," -#~ "米氏散射导致太阳和地平线周围呈现白色。" - -#~ msgid "" -#~ "Controls the [Color] of the mie scattering effect. While not physically " -#~ "accurate, this allows for the creation of alien looking planets." -#~ msgstr "" -#~ "控制mie散射效果的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行" -#~ "星的效果。" - -#~ msgid "" -#~ "Controls the direction of the mie scattering. A value of [code]1[/code] " -#~ "means that when light hits a particle it passing through straight " -#~ "forward. A value of [code]-1[/code] means that all light is scatter " -#~ "backwards." -#~ msgstr "" -#~ "控制mie散射的方向。[code]1[/code]的值意味着,当光线击中粒子时,它将直接通" -#~ "过。[code]-1[/code]的值表示所有光线都向后散射。" - -#~ msgid "" -#~ "[Texture2D] for the night sky. This is added to the sky, so if it is " -#~ "bright enough, it may be visible during the day." -#~ msgstr "" -#~ "[Texture2D]夜空。这是添加到天空中的,因此如果它足够明亮,它可能在白天可" -#~ "见。" - -#~ msgid "" -#~ "Controls the strength of the rayleigh scattering. Rayleigh scattering " -#~ "results from light colliding with small particles. It is responsible for " -#~ "the blue color of the sky." -#~ msgstr "" -#~ "控制瑞利散射的强度。瑞利散射是光与小颗粒碰撞的结果。它是天空蓝色的原因。" - -#~ msgid "" -#~ "Controls the [Color] of the rayleigh scattering. While not physically " -#~ "accurate, this allows for the creation of alien looking planets. For " -#~ "example, setting this to a red [Color] results in a mars looking " -#~ "atmosphere with a corresponding blue sunset." -#~ msgstr "" -#~ "控制瑞利散射的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行星" -#~ "的效果。例如,将其设置为红色[Color]将导致具有相应蓝色日落的火星大气。" - -#~ msgid "" -#~ "Sets the size of the sun disk. Default value is based on Sol's perceived " -#~ "size from Earth." -#~ msgstr "设定太阳圆盘的大小。默认值是基于Sol从地球上感知到的大小。" - -#~ msgid "" -#~ "Sets the thickness of the atmosphere. High turbidity creates a foggy " -#~ "looking atmosphere, while a low turbidity results in a clearer atmosphere." -#~ msgstr "" -#~ "设置大气的厚度。高浑浊度创建一个雾蒙蒙的大气,而低浑浊度导致一个更清晰的大" -#~ "气。" - -#~ msgid "" -#~ "Sets individual bits on the [member collision_layer] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "在[member collision_layer]位掩码上设置单个位。如果你只需要改变一个图层的" -#~ "值,可以使用这个。" - -#~ msgid "" -#~ "Sets individual bits on the [member collision_mask] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "在[member collision_mask]位掩码上设置单个位。如果你只需要改变一个图层的" -#~ "值,可以使用这个。" - -#~ msgid "" -#~ "The physics layers this area is in.\n" -#~ "Collidable objects can exist in any of 32 different layers. These layers " -#~ "work like a tagging system, and are not visual. A collidable can use " -#~ "these layers to select with which objects it can collide, using the " -#~ "[member collision_mask] property.\n" -#~ "A contact is detected if object A is in any of the layers that object B " -#~ "scans, or object B is in any layer scanned by object A." -#~ msgstr "" -#~ "这个区域所处的物理层。\n" -#~ "可碰撞对象可以存在于32个不同的层中的任何一个。这些层就像标签系统一样工作," -#~ "并且不是可视化的。一个可碰撞的可以使用这些层来选择它可以碰撞的对象,使用" -#~ "[member collision_mask]属性。\n" -#~ "如果物体A在物体B扫描的任一层中,或者物体B在物体A扫描的任一层中,则检测到接" -#~ "触。" - -#~ msgid "The physics layers this area scans for collisions." -#~ msgstr "该区域的物理层扫描碰撞。" - -#~ msgid "Direct access object to a physics body in the [PhysicsServer3D]." -#~ msgstr "直接访问对象到[PhysicsServer3D]中的物理体。" - -#~ msgid "" -#~ "Provides direct access to a physics body in the [PhysicsServer3D], " -#~ "allowing safe changes to physics properties. This object is passed via " -#~ "the direct state callback of rigid/character bodies, and is intended for " -#~ "changing the direct state of that body. See [method RigidBody3D." -#~ "_integrate_forces]." -#~ msgstr "" -#~ "提供对[PhysicsServer3D]中的物理体的直接访问,允许安全地改变物理属性。这个" -#~ "对象是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。" -#~ "参见[method RigidBody3D._integrate_forces]。" - -#~ msgid "" -#~ "Returns the number of contacts this body has with other bodies.\n" -#~ "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " -#~ "monitor contacts. See [member RigidBody3D.contact_monitor]." -#~ msgstr "" -#~ "返回此物体与其他物体的接触数。\n" -#~ "[b]注意:[/b]默认情况下返回 0,除非body被设为监控接触数。[member " -#~ "RigidBody3D.contact_monitor。" - -#~ msgid "" -#~ "Checks how far the shape can travel toward a point. If the shape can not " -#~ "move, the array will be empty.\n" -#~ "[b]Note:[/b] Both the shape and the motion are supplied through a " -#~ "[PhysicsShapeQueryParameters2D] object. The method will return an array " -#~ "with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code]." -#~ msgstr "" -#~ "检查形状能向某一点移动多远。如果形状不能移动,数组将为空。\n" -#~ "[b]注意:[/b]形状和运动都是通过[PhysicsShapeQueryParameters2D]对象提供的。" -#~ "该方法将返回一个包含0到1之间的两个浮点数的数组,这两个浮点数都代表" -#~ "[code]motion[/code]的一部分。第一个是形状在不触发碰撞的情况下能移动多远," -#~ "第二个是碰撞发生的点。如果没有检测到碰撞,返回的数组将是[code][1,1][/" -#~ "code]。" - -#~ msgid "Direct access object to a space in the [PhysicsServer3D]." -#~ msgstr "直接访问[PhysicsServer3D]中的一个空间。" - -#~ msgid "" -#~ "Direct access object to a space in the [PhysicsServer3D]. It's used " -#~ "mainly to do queries against objects and areas residing in a given space." -#~ msgstr "" -#~ "直接访问[PhysicsServer3D]中的一个空间。它主要用于对给定空间中的对象和区域" -#~ "进行查询。" - -#~ msgid "" -#~ "Checks whether the shape can travel to a point. The method will return an " -#~ "array with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code].\n" -#~ "If the shape can not move, the returned array will be [code][0, 0][/code] " -#~ "under Bullet, and empty under GodotPhysics3D." -#~ msgstr "" -#~ "检查形状是否可以移动到一个点。该方法将返回一个数组,其中有两个介于0和1之间" -#~ "的浮点数,都代表[code]motion[/code]的一个分数。第一个是形状可以移动多远而" -#~ "不触发碰撞,第二个是将发生碰撞的点。如果没有检测到碰撞,返回的数组将是" -#~ "[code][1, 1][/code]。\n" -#~ "如果形状不能移动,返回的数组在Bullet下将是[code][0, 0][/code],而在" -#~ "GodotPhysics3D下是空的。" - -#~ msgid "" -#~ "Checks the intersections of a shape, given through a " -#~ "[PhysicsShapeQueryParameters3D] object, against the space. The resulting " -#~ "array contains a list of points where the shape intersects another. Like " -#~ "with [method intersect_shape], the number of returned results can be " -#~ "limited to save processing time." -#~ msgstr "" -#~ "检查形状的交叉点,通过[PhysicsShapeQueryParameters3D]对象,针对空间。生成" -#~ "的数组包含一个与另一个形状相交的点列表。与[method intersect_shape]一样,可" -#~ "以限制返回结果的数量,以节省处理时间。" - -#~ msgid "Sets a body state using one of the [enum BodyState] constants." -#~ msgstr "使用[enum BodyState]常量之一设置物体状态。" - -#~ msgid "" -#~ "Returns the value of a damped spring joint parameter. See [enum " -#~ "DampedSpringParam] for a list of available parameters." -#~ msgstr "" -#~ "返回阻尼弹簧关节参数的值。参见[enum DampedSpringParam]获取可用参数的列表。" - -#~ msgid "Creates an [Area3D]." -#~ msgstr "创建一个[Area3D]区域。" - -#~ msgid "Returns the [PhysicsDirectBodyState3D] of the body." -#~ msgstr "返回物体的[PhysicDirectBodyState3D]。" - -#~ msgid "" -#~ "Destroys any of the objects created by PhysicsServer3D. If the [RID] " -#~ "passed is not one of the objects that can be created by PhysicsServer3D, " -#~ "an error will be sent to the console." -#~ msgstr "" -#~ "销毁PhysicsServer3D创建的任何对象。如果传递的[RID]不是PhysicsServer3D可以" -#~ "创建的对象之一,则会向控制台发送错误。" - -#~ msgid "" -#~ "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object " -#~ "can be used to make collision/intersection queries." -#~ msgstr "" -#~ "返回空间的状态,即[PhysicDirectSpaceState3D]。此对象可用于进行碰撞/相交查" -#~ "询。" - -#~ msgid "The [Shape3D] is a [WorldMarginShape3D]." -#~ msgstr "[Shape3D]是一个[WorldMarginShape3D]。" - -#~ msgid "" -#~ "The physics layer(s) the query will take into account (as a bitmask)." -#~ msgstr "查询将考虑的物理层(作为位掩码)。" - -#~ msgid "" -#~ "The [Shape2D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "将用于碰撞/相交查询的[Shape2D]。这将存储实际引用,从而避免在用于查询时释放" -#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。" - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radius = 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性" -#~ "能,请在[member shape]上使用此选项:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radius = 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "If [code]true[/code], the query will take [Area3D]s into account." -#~ msgstr "如果[code]true[/code],查询将考虑[Area3D]。" - -#~ msgid "" -#~ "If [code]true[/code], the query will take [PhysicsBody3D]s into account." -#~ msgstr "如果[code]true[/code],查询将考虑[PhysicsBody3D]。" - -#~ msgid "" -#~ "The [Shape3D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "将用于碰撞/相交查询的[Shape3D]。这将存储实际引用,从而避免在用于查询时释放" -#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。" - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radius = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性" -#~ "能,请在[member shape]上使用此选项:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radius = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "Result of a 2D shape query in [PhysicsServer2D]." -#~ msgstr "[PhysicsServer2D]中2D形状查询的结果。" - -#~ msgid "" -#~ "The result of a 2D shape query in [PhysicsServer2D]. See also " -#~ "[PhysicsShapeQueryParameters2D]." -#~ msgstr "" -#~ "[PhysicsServer2D]中2D形状查询的结果。另请参见" -#~ "[PhysicsShapeQueryParameters2D]。" - -#~ msgid "Returns the number of objects that intersected with the shape." -#~ msgstr "返回与形状相交的对象数。" - -#~ msgid "" -#~ "Returns the [Object] that intersected with the shape at index [code]idx[/" -#~ "code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]。" - -#~ msgid "" -#~ "Returns the instance ID of the [Object] that intersected with the shape " -#~ "at index [code]idx[/code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]的实例ID。" - -#~ msgid "" -#~ "Returns the child index of the object's [Shape2D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的对象的[Shape2D]的子索引。" - -#~ msgid "" -#~ "Returns the [RID] of the object that intersected with the shape at index " -#~ "[code]idx[/code]." -#~ msgstr "返回在索引 [code]idx[/code]处与形状相交的对象的[RID]。" - -#~ msgid "Result of a 3D shape query in [PhysicsServer3D]." -#~ msgstr "在[PhysicsServer3D]中查询3D形状的结果。" - -#~ msgid "" -#~ "The result of a 3D shape query in [PhysicsServer3D]. See also " -#~ "[PhysicsShapeQueryParameters3D]." -#~ msgstr "" -#~ "在[PhysicsServer3D]中查询3D形状的结果。参见" -#~ "[PhysicsShapeQueryParameters3D]。" - -#~ msgid "" -#~ "Returns the child index of the object's [Shape3D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "" -#~ "返回对象的[Shape3D]的子索引,该子索引与形状相交于索引[code]idx[/code]。" - -#~ msgid "" -#~ "The normal map gives depth to the Polygon2D.\n" -#~ "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ " -#~ "coordinates. See [url=http://wiki.polycount.com/wiki/" -#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] " -#~ "for a comparison of normal map coordinates expected by popular engines." -#~ msgstr "" -#~ "法线贴图为Polygon2D提供深度。\n" -#~ "[b]注意:[/b] Godot期望法线映射使用X+, Y-和Z+坐标。请参阅[url=http://wiki." -#~ "polycount.com/wiki/" -#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这一页[/url],以获" -#~ "得流行引擎期望的标准地图坐标的比较。" - -#~ msgid "" -#~ "Overrides the [AABB] with one defined by user for use with frustum " -#~ "culling. Especially useful to avoid unnexpected culling when using a " -#~ "shader to offset vertices." -#~ msgstr "" -#~ "用用户定义的用于平截头体剔除的覆盖[AABB]。在使用着色器偏移顶点时,避免不必" -#~ "要的剔除特别有用。" - -#~ msgid "" -#~ "Color of the ground at the bottom. Blends with [member " -#~ "ground_horizon_color]." -#~ msgstr "底部地面的颜色。与 [member ground_horizon_color]混合。" - -#~ msgid "" -#~ "Color of the ground at the horizon. Blends with [member " -#~ "ground_bottom_color]." -#~ msgstr "地平线处地面的颜色。与 [member ground_bottom_color]混合。" - -#~ msgid "Color of the sky at the horizon. Blends with [member sky_top_color]." -#~ msgstr "地平线上天空的颜色。与[member sky_top_color]混合。" - -#~ msgid "Color of the sky at the top. Blends with [member sky_horizon_color]." -#~ msgstr "顶部天空的颜色。与[member sky_horizon_color]混合。" - -#~ msgid "" -#~ "Converts a localized path ([code]res://[/code]) to a full native OS path." -#~ msgstr "将本地化路径([code]res://[/code])转换为完整的本机操作系统路径。" - -#~ msgid "Convert a path to a localized path ([code]res://[/code] path)." -#~ msgstr "将一个路径转换为一个本地化的路径([code]res://[/code] path)。" - -#~ msgid "Saves the configuration to the [code]project.godot[/code] file." -#~ msgstr "" -#~ "Returns the initial value of the specified property. If the attribute " -#~ "does not exist, [code]null[/code] is returned." - -#~ msgid "" -#~ "The project's name. It is used both by the Project Manager and by " -#~ "exporters. The project name can be translated by translating its value in " -#~ "localization files." -#~ msgstr "" -#~ "项目名称。项目管理器和导出都会使用它。可以通过在本地化文件中转换项目名称的" -#~ "值来转换项目名称。" - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard error in an exported " -#~ "build." -#~ msgstr "如果[code]true[/code],则在导出的生成中禁用按标准错误打印。" - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard output in an exported " -#~ "build." -#~ msgstr "如果[code]true[/code],则在导出的生成中禁用打印到标准输出。" - -#~ msgid "Default orientation on mobile devices." -#~ msgstr "移动设备上的默认方向。" - -#~ msgid "Force the window to be always on top." -#~ msgstr "强制窗口始终位于顶部。" - -#~ msgid "Force the window to be borderless." -#~ msgstr "强制窗口无边框。" - -#~ msgid "Sets the window to full screen when it starts." -#~ msgstr "将窗口设置为全屏时,它开始。" - -#~ msgid "" -#~ "Maximum amount of messages in the debugger queue. Over this value, " -#~ "content is dropped. This helps to limit the debugger memory usage." -#~ msgstr "" -#~ "调试器队列中的最大信息量。超过这个值,内容会被抛弃。这有助于限制调试器的内" -#~ "存使用。" - -#~ msgid "Cell size used for the broad-phase 2D hash grid algorithm." -#~ msgstr "用于broad-phase 2D哈希网格算法的单元尺寸。" - -#~ msgid "The default angular damp in 2D." -#~ msgstr "2D中默认的角阻尼。" - -#~ msgid "The default linear damp in 2D." -#~ msgstr "2D中默认的线性阻尼。" - -#~ msgid "The default angular damp in 3D." -#~ msgstr "3D中默认的角阻尼。" - -#~ msgid "The default linear damp in 3D." -#~ msgstr "3D中默认的线性阻尼。" - -#~ msgid "" -#~ "Fix to improve physics jitter, specially on monitors where refresh rate " -#~ "is different than the physics FPS.\n" -#~ "[b]Note:[/b] This property is only read when the project starts. To " -#~ "change the physics FPS at runtime, set [member Engine.physics_jitter_fix] " -#~ "instead." -#~ msgstr "" -#~ "修复了改善物理抖动的问题,特别是在刷新率与物理FPS不同的显示器上。\n" -#~ "[b]注意:[/b] 这个属性只在项目启动时读取。要在运行时改变物理FPS,请设置" -#~ "[member Engine.physics_jitter_fix]来代替。" - -#~ msgid "" -#~ "Max amount of elements renderable in a frame. If more than this are " -#~ "visible per frame, they will be dropped. Keep in mind elements refer to " -#~ "mesh surfaces and not meshes themselves." -#~ msgstr "" -#~ "一帧中可渲染的元素的最大数量。如果每一帧可见的元素超过这个数量,它们将被删" -#~ "除。请记住,元素指的是网格表面而不是网格本身。" - -#~ msgid "" -#~ "If [code]true[/code], forces snapping of polygons to pixels in 2D " -#~ "rendering. May help in some pixel art styles." -#~ msgstr "" -#~ "如果[code]true[/code],在2D渲染中强制将多边形捕捉为像素。可能对某些像素艺" -#~ "术风格有帮助。" - -#~ msgid "" -#~ "Sets the quality of the depth of field effect. Higher quality takes more " -#~ "samples, which is slower but looks smoother." -#~ msgstr "" -#~ "设定景深效果的质量。更高的质量需要更多的样本,这样会比较慢,但看起来更平" -#~ "滑。" - -#~ msgid "" -#~ "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " -#~ "fastest. Circle is the most realistic, but also the most expensive to " -#~ "compute." -#~ msgstr "" -#~ "设置景深形状。可以是方形、六边形或圆形。箱形是最快的。圆是最真实的,但也是" -#~ "最昂贵的计算方式。" - -#~ msgid "" -#~ "If [code]true[/code], jitters DOF samples to make effect slightly " -#~ "blurrier and hide lines created from low sample rates. This can result in " -#~ "a slightly grainy appearance when used with a low number of samples." -#~ msgstr "" -#~ "如果[code]true[/code],抖动DOF样本来产生略微模糊的效果,并隐藏低采样率产生" -#~ "的线条。当使用低样本数时,这可能会导致轻微的颗粒状外观。" - -#~ msgid "" -#~ "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality " -#~ "settings use more samples when reading from shadow maps and are thus " -#~ "slower. Low quality settings may result in shadows looking grainy." -#~ msgstr "" -#~ "[DirectionalLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时将使用更多" -#~ "的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/directional_shadow/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "由于性能问题或驱动支持问题,将在移动设备上对[member rendering/quality/" -#~ "directional_shadow/soft_shadow_quality]以低质量数值覆盖。" - -#~ msgid "" -#~ "If [code]true[/code], take additional samples when rendering objects " -#~ "affected by a [GIProbe] to reduce artifacts from only sampling in one " -#~ "direction." -#~ msgstr "" -#~ "如果 [code]true[/code],则在渲染受 [GIProbe] 影响的对象时采取额外的采样," -#~ "以减少仅在一个方向采样的伪影。" - -#~ msgid "" -#~ "Sets the number of cone samples taken when rendering objects affected by " -#~ "[GIProbe]s." -#~ msgstr "设置渲染受[GIProbe]影响的物体时采取的锥形样本数量。" - -#~ msgid "" -#~ "Sets how the glow effect is upscaled before being copied onto the screen. " -#~ "Linear is faster, but looks blocky. Bicubic is slower but looks smooth." -#~ msgstr "" -#~ "设定发光效果在复制到屏幕上之前的放大比例。线性的速度比较快,但看起来有方块" -#~ "质感。双三次插值的速度较慢,但看起来很平滑。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/glow/upscale_mode] on " -#~ "mobile devices, due to performance concerns or driver support." -#~ msgstr "" -#~ "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/glow/" -#~ "upscale_mode]以低配数值覆盖。" - -#~ msgid "" -#~ "Number of cubemaps to store in the reflection atlas. The number of " -#~ "[ReflectionProbe]s in a scene will be limited by this amount. A higher " -#~ "number requires more VRAM." -#~ msgstr "" -#~ "存储在反射图集中的立方体地图的数量。场景中的[ReflectionProbe]的数量将受到" -#~ "这个数量的限制。更多的数量需要更多的VRAM。" - -#~ msgid "" -#~ "Size of cubemap faces for [ReflectionProbe]s. A higher number requires " -#~ "more VRAM and may make reflection probe updating slower." -#~ msgstr "" -#~ "[ReflectionProbe] 的立方体贴图面的大小。更高的数字需要更多的 VRAM,并且可" -#~ "能会使反射探测器更新速度变慢。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/reflection_atlas/" -#~ "reflection_size] on mobile devices, due to performance concerns or driver " -#~ "support." -#~ msgstr "" -#~ "由于性能问题或驱动支持,将在移动设备上对[member rendering/quality/" -#~ "reflection_atlas/reflection_size]以低性能数值覆盖。" - -#~ msgid "" -#~ "Use a higher quality variant of the fast filtering algorithm. " -#~ "Significantly slower than using default quality, but results in smoother " -#~ "reflections. Should only be used when the scene is especially detailed." -#~ msgstr "" -#~ "使用快速过滤算法的更高质量的版本。比使用默认质量要慢得多,但会产生更平滑的" -#~ "反射。只应在场景特别精细时使用。" - -#~ msgid "" -#~ "Sets the number of samples to take when using importance sampling for " -#~ "[Sky]s and [ReflectionProbe]s. A higher value will result in smoother, " -#~ "higher quality reflections, but increases time to calculate radiance " -#~ "maps. In general, fewer samples are needed for simpler, low dynamic range " -#~ "environments while more samples are needed for HDR environments and " -#~ "environments with a high level of detail." -#~ msgstr "" -#~ "设置对 [Sky] 和 [ReflectionProbe] 使用重要性采样时的采样数。较高的值将会有" -#~ "更平滑、更高质量的反射,但会增加计算辐射贴图的时间。一般来说,更简单、低动" -#~ "态范围的环境需要更少的样本,而 HDR 环境和具有高细节水平的环境需要更多的样" -#~ "本。" - -#~ msgid "" -#~ "Limits the number of layers to use in radiance maps when using importance " -#~ "sampling. A lower number will be slightly faster and take up less VRAM." -#~ msgstr "" -#~ "在使用重要性采样时,限制在辐射图(radiance maps)中使用的层数。一个较低的数" -#~ "字会稍微快一些,并且占用较少的VRAM。" - -#~ msgid "" -#~ "Sets the screen-space antialiasing mode for the default screen " -#~ "[Viewport]. Screen-space antialiasing works by selectively blurring edges " -#~ "in a post-process shader. It differs from MSAA which takes multiple " -#~ "coverage samples while rendering objects. Screen-space AA methods are " -#~ "typically faster than MSAA and will smooth out specular aliasing, but " -#~ "tend to make scenes appear blurry.\n" -#~ "Another way to combat specular aliasing is to enable [member rendering/" -#~ "quality/screen_filters/screen_space_roughness_limiter_enabled]." -#~ msgstr "" -#~ "为默认屏幕[Viewport]设置屏幕空间抗锯齿模式。屏幕空间抗锯齿通过在后处理着色" -#~ "器中选择性地模糊边缘来工作。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样" -#~ "本。屏幕空间抗锯齿方法通常比MSAA更快,并能平滑镜面混叠,但容易使场景显得模" -#~ "糊。\n" -#~ "另一种对抗镜面混叠的方法是启用[member rendering/quality/screen_filters/" -#~ "screen_space_roughness_limiter_enabled]。" - -#~ msgid "" -#~ "Sets the quality for rough screen-space reflections. Turning off will " -#~ "make all screen space reflections sharp, while higher values make rough " -#~ "reflections look better." -#~ msgstr "" -#~ "设置粗糙的屏幕空间反射的质量。关掉会使所有屏幕空间的反射变得尖锐,而更高的" -#~ "数值会使粗糙的反射看起来更好。" - -#~ msgid "" -#~ "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " -#~ "Higher quality settings use more samples when reading from shadow maps " -#~ "and are thus slower. Low quality settings may result in shadows looking " -#~ "grainy." -#~ msgstr "" -#~ "由[OmniLight3D]和[SpotLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时" -#~ "使用更多的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/shadows/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "由于性能或驱动支持问题,会对移动设备上的[member rendering/quality/shadows/" -#~ "soft_shadow_quality]以低配数值覆盖。" - -#~ msgid "" -#~ "If [code]true[/code], screen-space ambient occlusion will be rendered at " -#~ "half size and then upscaled before being added to the scene. This is " -#~ "significantly faster but may miss small details." -#~ msgstr "" -#~ "如果[code]true[/code],屏幕空间的环境遮挡将以一半的尺寸渲染,然后在添加到" -#~ "场景中之前进行放大。这将大大加快速度,但可能会错过小的细节。" - -#~ msgid "" -#~ "Sets the quality of the screen-space ambient occlusion effect. Higher " -#~ "values take more samples and so will result in better quality, at the " -#~ "cost of performance." -#~ msgstr "" -#~ "设置屏幕空间环境遮挡效果的质量。更高的值需要更多的样本,因此会产生更好的质" -#~ "量,但会降低性能。" - -#~ msgid "" -#~ "Scales the depth over which the subsurface scattering effect is applied. " -#~ "A high value may allow light to scatter into a part of the mesh or " -#~ "another mesh that is close in screen space but far in depth." -#~ msgstr "" -#~ "缩放应用洞穴散射效果的深度。一个高的值可能会让光线散射到网格的某个部分或另" -#~ "一个在屏幕空间上很近但深度很大的网格。" - -#~ msgid "" -#~ "Sets the quality of the subsurface scattering effect. Higher values are " -#~ "slower but look nicer." -#~ msgstr "设置洞穴散射效果的质量。更高的值会更慢,但看起来更漂亮。" - -#~ msgid "" -#~ "Scales the distance over which samples are taken for subsurface " -#~ "scattering effect. Changing this does not impact performance, but higher " -#~ "values will result in significant artifacts as the samples will become " -#~ "obviously spread out. A lower value results in a smaller spread of " -#~ "scattered light." -#~ msgstr "" -#~ "缩放取样的距离,以获得次表层散射效应。改变这个值不会影响性能,但更高的值会" -#~ "导致明显的伪影,因为样本会变得明显的散开。一个较低的值会有较小的散射光扩" -#~ "散。" - -#~ msgid "" -#~ "Sets the maximum number of samples to take when using anisotropic " -#~ "filtering on textures (as a power of two). A higher sample count will " -#~ "result in sharper textures at oblique angles, but is more expensive to " -#~ "compute. A value of [code]0[/code] forcibly disables anisotropic " -#~ "filtering, even on materials where it is enabled." -#~ msgstr "" -#~ "设置在纹理上使用各向异性过滤时的最大采样数(2的n次幂)。更高的采样数会使斜" -#~ "角的纹理更清晰,但计算成本更高。数值为[code]0[/code]会强制禁用各向异性过" -#~ "滤,即使是在启用了该功能的材质上。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression algorithm. This algorithm " -#~ "doesn't support alpha channels in textures." -#~ msgstr "" -#~ "如果[code]true[/code],纹理导入器将使用Ericsson Texture Compression算法导" -#~ "入VRAM压缩的纹理。这种算法不支持纹理中的alpha通道。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression 2 algorithm. This texture " -#~ "compression algorithm is only supported when using the Vulkan renderer." -#~ msgstr "" -#~ "如果[code]true[/code],纹理导入器将使用Ericsson Texture Compression 2算法" -#~ "导入VRAM压缩的纹理。这种纹理压缩算法只有在使用Vulkan渲染器时才被支持。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the PowerVR Texture Compression algorithm. This texture " -#~ "compression algorithm is only supported on iOS." -#~ msgstr "" -#~ "如果[code]true[/code],纹理导入器将使用PowerVR纹理压缩算法导入VRAM压缩的纹" -#~ "理。这种纹理压缩算法只在iOS上支持。" - -#~ msgid "" -#~ "The seed used by the random number generator. A given seed will give a " -#~ "reproducible sequence of pseudo-random numbers.\n" -#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " -#~ "similar random streams given similar seeds. Consider using a hash " -#~ "function to improve your seed quality if they're sourced externally." -#~ msgstr "" -#~ "随机数发生器使用的种子。一个给定的种子将给出一个可重复的伪随机数序列。\n" -#~ "[b]注意:[/b] 随机数发生器(RNG)没有雪崩效应,给定类似的种子可以输出类似的" -#~ "随机流。如果种子来自外部,可以考虑使用哈希函数来提高种子的质量。" - -#~ msgid "" -#~ "Returns the collision point at which the ray intersects the closest " -#~ "object.\n" -#~ "[b]Note:[/b] this point is in the [b]global[/b] coordinate system." -#~ msgstr "" -#~ "返回射线与最近的物体相交的碰撞点。\n" -#~ "[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" - -#~ msgid "" -#~ "The ray's collision mask. Only objects in at least one collision layer " -#~ "enabled in the mask will be detected." -#~ msgstr "" -#~ "射线的碰撞蒙版。只有在蒙版中启用了至少一个碰撞层中的物体才会被检测到。" - -#~ msgid "If [code]true[/code], collision with [Area3D]s will be reported." -#~ msgstr "如果 [code]true[/code],将报告与 [Area3D] 的碰撞。" - -#~ msgid "" -#~ "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." -#~ msgstr "如果 [code]true[/code],将报告与 [PhysicsBody3D] 的碰撞。" - -#~ msgid "2D axis-aligned bounding box using floating point coordinates." -#~ msgstr "使用浮点坐标的 2D 轴对齐边界框。" - -#~ msgid "Constructs a [Rect2] from a [Rect2i]." -#~ msgstr "从 [Rect2i] 构建 [Rect2] 。" - -#~ msgid "2D axis-aligned bounding box using integer coordinates." -#~ msgstr "使用整数坐标的2D轴对齐边界框。" - -#~ msgid "" -#~ "[Rect2i] consists of a position, a size, and several utility functions. " -#~ "It is typically used for fast overlap tests.\n" -#~ "It uses integer coordinates." -#~ msgstr "" -#~ "[Rect2i] 由一个位置、一个大小和几个实用函数组成。它通常用于快速重叠测" -#~ "试。\n" -#~ "它使用整数坐标。" - -#~ msgid "Constructs a [Rect2i] by position and size." -#~ msgstr "通过位置和大小构造[Rect2i]。" - -#~ msgid "Constructs a [Rect2i] by x, y, width, and height." -#~ msgstr "通过x, y,宽度和高度构造一个[Rect2i]。" - -#~ msgid "" -#~ "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates " -#~ "will be truncated." -#~ msgstr "从 [Rect2] 构造一个新的 [Rect2i]。浮点坐标将被截断。" - -#~ msgid "" -#~ "Returns a [Rect2i] with equivalent position and area, modified so that " -#~ "the top-left corner is the origin and [code]width[/code] and " -#~ "[code]height[/code] are positive." -#~ msgstr "" -#~ "返回具有同样位置和面积的 [Rect2i],修改为左上角为原点,[code]width[/code] " -#~ "和 [code]height[/code] 为正值。" - -#~ msgid "Returns the intersection of this [Rect2i] and b." -#~ msgstr "返回这个[Rect2i]和b的交集。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "如果[Rect2i]完全包含另一个,则返回[code]true[/code]。" - -#~ msgid "Returns this [Rect2i] expanded to include a given point." -#~ msgstr "返回扩展到包含给定点的[Rect2i]。" - -#~ msgid "Returns the area of the [Rect2i]." -#~ msgstr "返回[Rect2i]的面积。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards all " -#~ "the sides." -#~ msgstr "返回 [Rect2i] 向所有方向增长给定数量单位的副本。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards each " -#~ "direction individually." -#~ msgstr "返回一个[Rect2i]向每个方向分别增长给定数量的单位的副本。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards the " -#~ "[enum Margin] direction." -#~ msgstr "返回[Rect2i]向[enum Margin]方向增长给定数量单位的副本。" - -#~ msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty." -#~ msgstr "如果[Rect2i]为flat或空,则返回[code]true[/code]。" - -#~ msgid "Returns [code]true[/code] if the [Rect2i] contains a point." -#~ msgstr "如果 [Rect2i] 包含点,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i." -#~ "e. they have at least one point in common).\n" -#~ "If [code]include_borders[/code] is [code]true[/code], they will also be " -#~ "considered overlapping if their borders touch, even without intersection." -#~ msgstr "" -#~ "如果 [Rect2i] 与 [code]b[/code] 重叠(即它们至少有一个共同点),则返回 " -#~ "[code]true[/code]。\n" -#~ "如果 [code]include_borders[/code] 是 [code]true[/code],那么如果它们的边界" -#~ "接触,即使没有交叉,它们也会被视为重叠。" - -#~ msgid "" -#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]." -#~ msgstr "返回一个更大的 [Rect2i],其中包含这个 [Rect2i] 和 [code]b[/code]。" - -#~ msgid "If [code]true[/code], reflections will ignore sky contribution." -#~ msgstr "如果[code]true[/code],反射将忽略天空的影响。" - -#~ msgid "" -#~ "Update the probe once on the next frame. The corresponding radiance map " -#~ "will be generated over the following six frames. This is slower to update " -#~ "than [constant UPDATE_ALWAYS] but can result in higher quality " -#~ "reflections." -#~ msgstr "" -#~ "在下一帧中更新探测一次。接下来的六帧将生成相应的亮度图。这比[constant " -#~ "update ALWAYS]更新速度慢,但可以产生更高质量的反射。" - -#~ msgid "" -#~ "[RemoteTransform3D] caches the remote node. It may not notice if the " -#~ "remote node disappears; [method force_update_cache] forces it to update " -#~ "the cache again." -#~ msgstr "" -#~ "[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;" -#~ "[method force_update_cache] 强制它再次更新缓存。" - -#~ msgid "" -#~ "The [NodePath] to the remote node, relative to the RemoteTransform3D's " -#~ "position in the scene." -#~ msgstr "到远程节点的[NodePath],相对于远程Transform3D在场景中的位置。" - -#~ msgid "" -#~ "Sets the material that the sky uses to render the background and " -#~ "reflection maps." -#~ msgstr "设置天空用于渲染背景和反射图的材质。" - -#~ msgid "Shader is a sky shader." -#~ msgstr "着色器是一个天空着色器。" - -#~ msgid "" -#~ "The size of the light when using spot light or omni light. The angular " -#~ "size of the light when using directional light." -#~ msgstr "使用聚光灯或泛光灯时的灯光大小。使用定向光时光的角度大小。" - -#~ msgid "" -#~ "Proportion of shadow max distance where the shadow will start to fade out." -#~ msgstr "阴影开始淡出的最大距离的比例。" - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low " -#~ "resolution shadow maps. A high value can make shadows appear grainy and " -#~ "can cause other unwanted artifacts. Try to keep as near default as " -#~ "possible." -#~ msgstr "" -#~ "模糊阴影的边缘。可以用来隐藏低分辨率阴影图中的像素伪影。一个高的值会使阴影" -#~ "看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。" - -#~ msgid "Multisample antialiasing uses 2 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 2 个采样。" - -#~ msgid "Multisample antialiasing uses 4 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 4 个采样。" - -#~ msgid "Multisample antialiasing uses 8 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 8 个采样。" - -#~ msgid "Multisample antialiasing uses 16 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 16 个采样。" - -#~ msgid "Objects are displayed with only light information." -#~ msgstr "对象的显示只有光的信息。" - -#~ msgid "" -#~ "Objects are displayed semi-transparent with additive blending so you can " -#~ "see where they are drawing over top of one another. A higher overdraw " -#~ "means you are wasting performance on drawing pixels that are being hidden " -#~ "behind others." -#~ msgstr "" -#~ "对象以半透明的方式显示,并进行加法混合,所以你可以看到它们在哪里互相绘制。" -#~ "较高的过度绘制意味着你在绘制隐藏在其他像素后面的像素时浪费了性能。" - -#~ msgid "" -#~ "Normal buffer is drawn instead of regular scene so you can see the per-" -#~ "pixel normals that will be used by post-processing effects." -#~ msgstr "" -#~ "绘制法线缓冲区而不是常规场景,因此您可以看到后期处理效果将使用的逐像素法" -#~ "线。" - -#~ msgid "Objects are displayed with only the albedo value from [GIProbe]s." -#~ msgstr "显示物体时,只显示来自[GIProbe]的反照率值。" - -#~ msgid "Objects are displayed with only the lighting value from [GIProbe]s." -#~ msgstr "在显示物体时,只显示[GIProbe]的照明值。" - -#~ msgid "Objects are displayed with only the emission color from [GIProbe]s." -#~ msgstr "在显示物体时,只显示[GIProbe]的发射颜色。" - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [OmniLight3D]s and " -#~ "[SpotLight3D]s in the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "绘制阴影图集,将[OmniLight3D]和[SpotLight3D]的阴影储存在[Viewport]的左上象" -#~ "限。" - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "绘制阴影图集,储存来自[Viewport]左上象限的[DirectionalLight3D]的阴影。" - -#~ msgid "" -#~ "Draws the screen space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "绘制屏幕空间环境光遮挡纹理而不是场景,以便您可以清楚地看到它是如何影响对象" -#~ "的。为了使这种显示模式起作用,您必须在 [WorldEnvironment] 中设置 [member " -#~ "Environment.ssao_enabled]。" - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order they will " -#~ "be colored red, green, blue, yellow." -#~ msgstr "" -#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看" -#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。" - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant Sky." -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "使用高质量的重要性采样来处理辐射图。一般来说,这会产生比 [constant Sky." -#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在" -#~ "运行时更改天空,则不应使用此方法。如果您发现反射不够模糊并且显示出闪光或萤" -#~ "火虫,请尝试增加 [member ProjectSettings.rendering/quality/reflections/" -#~ "ggx_samples]。" - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times.\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member Sky.radiance_size] must be set to [constant Sky." -#~ "RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "使用快速滤波算法来处理辐射图。一般来说,这将导致较低的质量,但运行时间大大" -#~ "加快。\n" -#~ "[b]注意:[/b]快速滤波算法仅限于256x256的立方体贴图,所以[成员Sky." -#~ "radiance_size]必须设置为[constant Sky.RADIANCE_SIZE_256]。" - -#~ msgid "High quality screen space ambient occlusion." -#~ msgstr "高质量的屏幕空间环境遮挡。" - -#~ msgid "" -#~ "Lowest quality DOF blur. This is the fastest setting, but you may be able " -#~ "to see filtering artifacts." -#~ msgstr "最低质量的DOF模糊。这是最快的设置,但你可能会看到过滤的伪影。" - -#~ msgid "Low quality DOF blur." -#~ msgstr "低质量的DOF模糊。" - -#~ msgid "Medium quality DOF blur." -#~ msgstr "中等质量的DOF模糊。" - -#~ msgid "" -#~ "Highest quality DOF blur. Results in the smoothest looking blur by taking " -#~ "the most samples, but is also significantly slower." -#~ msgstr "" -#~ "最高质量的DOF模糊。通过采取最多样本,实现最平滑的模糊效果,但也明显较慢。" - -#~ msgid "" -#~ "Calculate the DOF blur using a box filter. The fastest option, but " -#~ "results in obvious lines in blur pattern." -#~ msgstr "" -#~ "使用盒式滤波器计算DOF模糊度。这是最快的选择,但会导致模糊模式中出现明显的" -#~ "线条。" - -#~ msgid "Calculates DOF blur using a hexagon shaped filter." -#~ msgstr "使用六边形过滤器计算DOF模糊度。" - -#~ msgid "" -#~ "Calculates DOF blur using a circle shaped filter. Best quality and most " -#~ "realistic, but slowest. Use only for areas where a lot of performance can " -#~ "be dedicated to post-processing (e.g. cutscenes)." -#~ msgstr "" -#~ "使用圆型过滤器计算DOF模糊度。质量最好,最逼真,但速度最慢。只用于可将大量" -#~ "性能用于后期处理的领域(如切景)。" - -#~ msgid "The instance is a decal." -#~ msgstr "该实例是一个贴花。" - -#~ msgid "Allows the instance to be used with dynamic global illumination." -#~ msgstr "允许实例与动态全局照明一起使用。" - -#~ msgid "Uses the default filter mode for this [Viewport]." -#~ msgstr "使用此[Viewport]的默认过滤模式。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps." -#~ msgstr "纹理过滤器在最近的4个像素之间和最近的2个mipmaps之间进行混合。" - -#~ msgid "Max value for [enum CanvasItemTextureFilter] enum." -#~ msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。" - -#~ msgid "Uses the default repeat mode for this [Viewport]." -#~ msgstr "使用此[Viewport]的默认重复模式。" - -#~ msgid "" -#~ "Disables textures repeating. Instead, when reading UVs outside the 0-1 " -#~ "range, the value will be clamped to the edge of the texture, resulting in " -#~ "a stretched out look at the borders of the texture." -#~ msgstr "" -#~ "禁用纹理的重复。当读取0-1范围以外的UV时,数值会被夹在纹理的边缘,导致纹理" -#~ "的边界看起来很拉长。" - -#~ msgid "" -#~ "Flip the texture when repeating so that the edge lines up instead of " -#~ "abruptly changing." -#~ msgstr "在重复时翻转纹理,使其边缘对齐,而不是突然变化。" - -#~ msgid "Max value for [enum CanvasItemTextureRepeat] enum." -#~ msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。" - -#~ msgid "Max value of the [enum CanvasLightShadowFilter] enum." -#~ msgstr "[enum CanvasLightShadowFilter] 枚举的最大值。" - -#~ msgid "The name of the resource. This is an optional identifier." -#~ msgstr "资源的名称。这是一个可选的标识符。" - -#~ msgid "" -#~ "Returns the resource loaded by [method load_threaded_request].\n" -#~ "If this is called before the loading thread is done (i.e. [method " -#~ "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the " -#~ "calling thread will be blocked until the resource has finished loading." -#~ msgstr "" -#~ "返回由[method load_threaded_request]加载的资源。\n" -#~ "如果在加载线程完成之前调用它(即 [method load_threaded_get_status] 不是 " -#~ "[constant THREAD_LOAD_LOADED]),调用线程将被阻塞,直到资源完成加载。" - -#~ msgid "" -#~ "Returns the status of a threaded loading operation started with [method " -#~ "load_threaded_request] for the resource at [code]path[/code]. See [enum " -#~ "ThreadLoadStatus] for possible return values.\n" -#~ "An array variable can optionally be passed via [code]progress[/code], and " -#~ "will return a one-element array containing the percentage of completion " -#~ "of the threaded loading." -#~ msgstr "" -#~ "返回在[code]path[/code]处的资源用[method load_threaded_request]开始的线程" -#~ "的加载操作的状态。有关可能的返回值,请参阅 [enum ThreadLoadStatus]。\n" -#~ "可以选择通过 [code]progress[/code] 传递数组变量,并将返回一个包含线程加载" -#~ "完成百分比的单元素数组。" - -#~ msgid "" -#~ "Loads the resource using threads. If [code]use_sub_threads[/code] is " -#~ "[code]true[/code], multiple threads will be used to load the resource, " -#~ "which makes loading faster, but may affect the main thread (and thus " -#~ "cause game slowdowns)." -#~ msgstr "" -#~ "使用线程加载资源。如果[code]use_sub_threads[/code]是[code]true[/code],将" -#~ "使用多个线程来加载资源,这使得加载速度更快,但可能影响主线程(从而导致游戏" -#~ "减速)。" - -#~ msgid "" -#~ "The resource is invalid, or has not been loaded with [method " -#~ "load_threaded_request]." -#~ msgstr "该资源是无效的,或者没有用[method load_threaded_request]加载。" - -#~ msgid "The resource is still being loaded." -#~ msgstr "资源仍在加载中。" - -#~ msgid "Some error occurred during loading and it failed." -#~ msgstr "在加载过程中发生了一些错误,所以失败了。" - -#~ msgid "" -#~ "The resource was loaded successfully and can be accessed via [method " -#~ "load_threaded_get]." -#~ msgstr "资源加载成功,可以通过[method load_threaded_get]访问。" - -#~ msgid "" -#~ "Rich text can contain custom text, fonts, images and some basic " -#~ "formatting. The label manages these as an internal tag stack. It also " -#~ "adapts itself to given width/heights.\n" -#~ "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " -#~ "reconstruct it from the property's contents. Any edits made to [member " -#~ "bbcode_text] will erase previous edits made from other manual sources " -#~ "such as [method append_bbcode] and the [code]push_*[/code] / [method pop] " -#~ "methods." -#~ msgstr "" -#~ "富文本可以包含自定义文本、字体、图像和一些基本的格式化。标签作为一个内部标" -#~ "签堆栈来管理这些内容。它也会根据给定的宽度/高度进行自我调整。\n" -#~ "[b]注意:[/b] 对[member bbcode_text]的赋值会清除标签堆栈,并从属性的内容中" -#~ "重建它。对[member bbcode_text]所做的任何编辑都会擦除之前从其他手动来源所做" -#~ "的编辑,如[method append_bbcode]和[code]push_*[/code]/[method pop]方法。" - -#~ msgid "" -#~ "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. " -#~ "Returns the result of the parsing, [constant OK] if successful." -#~ msgstr "" -#~ "解析[code]bbcode[/code],并根据需要向标签栈添加标签。返回解析的结果,如果" -#~ "成功,则返回[constant OK]。" - -#~ msgid "" -#~ "The restricted number of characters to display in the label. If [code]-1[/" -#~ "code], all characters will be displayed." -#~ msgstr "要在标签中显示的受限字符数。如果[code]-1[/code],将显示所有字符。" - -#~ msgid "" -#~ "If [code]true[/code], the body can enter sleep mode when there is no " -#~ "movement. See [member sleeping]." -#~ msgstr "" -#~ "如果[code]true[/code],物体可以在没有运动的情况下进入睡眠模式。见[member " -#~ "sleeping]。" - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体与这个物体接触时发出。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的" -#~ "碰撞。" - -#~ msgid "" -#~ "Emitted when a body exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体与这个物体不再接触时发出。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的" -#~ "碰撞。" - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "当一个物体与这个物体接触时发出。报告碰撞的形状信息。参见" -#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高,以检测所" -#~ "有的碰撞。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "当一个物体形状与这个物体形状不再接触时发出。报告碰撞的形状信息。参见" -#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高以检测所有" -#~ "的碰撞。" - -#~ msgid "Damps RigidBody3D's rotational forces." -#~ msgstr "RigidBody3D 的旋转阻尼 。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体形状退出与这个物体形状的接触时发出。需要将[member " -#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设" -#~ "置得足够高以检测所有的碰撞。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions.\n" -#~ "This signal not only receives the body that stopped colliding with this " -#~ "one, but also its [RID] ([code]body_id[/code]), the shape index from the " -#~ "colliding body ([code]body_shape[/code]), and the shape index from this " -#~ "body ([code]local_shape[/code]) the other body stopped colliding with." -#~ msgstr "" -#~ "当一个物体形状不再与这个物体形状的接触时发出。需要将[member " -#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设" -#~ "置得足够高,以检测所有碰撞。\n" -#~ "这个信号不仅可以接收到与这个物体停止碰撞的身体,还可以接收到它的[RID]" -#~ "([code]body_id[/code])、碰撞物体的形状索引([code]body_shape[/code])," -#~ "以及其他物体停止碰撞的这个物体的形状索引([code]local_shape[/code])。" - -#~ msgid "Calls [code]method[/code] on each member of the given group." -#~ msgstr "对给定组的每个成员调用[code]method[/code]。" - -#~ msgid "" -#~ "Calls [code]method[/code] on each member of the given group, respecting " -#~ "the given [enum GroupCallFlags]." -#~ msgstr "" -#~ "对给定组的每个成员调用[code]method[/code],遵从给定的[enum " -#~ "GroupCallFlags]。" - -#~ msgid "Lowers the [Semaphore], allowing one more thread in." -#~ msgstr "降低 [Semaphore],允许多线程。" - -#~ msgid "" -#~ "Like [method wait], but won't block, so if the value is zero, fails " -#~ "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -#~ "[constant OK] to report success." -#~ msgstr "" -#~ "类似于[method wait],但不会阻塞,所以如果值为零,则立即失败并返回" -#~ "[constant ERR_BUSY]。如果非零,则返回 [constant OK] 以报告成功。" - -#~ msgid "" -#~ "Waits for the [Semaphore], if its value is zero, blocks until non-zero." -#~ msgstr "等待 [Semaphore],如果它的值为零,则阻塞直到非零。" - -#~ msgid "" -#~ "Mode used for drawing skies. Only works with shaders attached to [Sky] " -#~ "objects." -#~ msgstr "用于绘制天空的模式。只适用于连接到[Sky]对象的着色器。" - -#~ msgid "Class representing a signal defined in an object." -#~ msgstr "表示对象中定义的信号的类。" - -#~ msgid "" -#~ "Connects this signal to the specified [Callable], optionally providing " -#~ "binds and connection flags." -#~ msgstr "将此信号连接到指定的 [Callable],可选择提供绑定和连接标志。" - -#~ msgid "Disconnects this signal from the specified [Callable]." -#~ msgstr "将此信号与指定的 [Callable] 断开。" - -#~ msgid "Emits this signal to all connected objects." -#~ msgstr "向所有连接的对象发出这个信号。" - -#~ msgid "Returns the list of [Callable]s connected to this signal." -#~ msgstr "返回连接到此信号的 [Callable] 列表。" - -#~ msgid "Returns the object emitting this signal." -#~ msgstr "返回发出此信号的对象。" - -#~ msgid "" -#~ "Returns the ID of the object emitting this signal (see [method Object." -#~ "get_instance_id])." -#~ msgstr "返回发出此信号的对象的ID(见[method Object.get_instance_id])。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the specified [Callable] is connected to " -#~ "this signal." -#~ msgstr "如果指定的 [Callable] 连接到此信号,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Takes the given bone pose/transform and converts it to a world transform, " -#~ "relative to the [Skeleton3D] node.\n" -#~ "This is useful for using the bone transform in calculations with " -#~ "transforms from [Node3D]-based nodes." -#~ msgstr "" -#~ "获取给定的骨骼姿势/变换并将其转换为相对于 [Skeleton3D] 节点的世界变换。\n" -#~ "这对于在计算基于[Node3D]的节点的变换时使用骨骼变换是有用的。" - -#~ msgid "Removes the global pose override on all bones in the skeleton." -#~ msgstr "移除骨架中所有骨骼的全局姿势覆盖。" - -#~ msgid "" -#~ "Returns whether the bone rest for the bone at [code]bone_idx[/code] is " -#~ "disabled." -#~ msgstr "返回[code]bone_idx[/code]处的骨骼的休息状态是否被禁用。" - -#~ msgid "Returns all bones in the skeleton to their rest poses." -#~ msgstr "将骨架中的所有骨骼恢复到休息姿势。" - -#~ msgid "" -#~ "Adds a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "向物理骨骼添加碰撞异常。\n" -#~ "就像 [RigidBody3D] 节点一样工作。" - -#~ msgid "" -#~ "Removes a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "移除物理骨骼的碰撞异常。\n" -#~ "就像 [RigidBody3D] 节点一样工作。" - -#~ msgid "" -#~ "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " -#~ "reacting to the physics world.\n" -#~ "Optionally, a list of bone names can be passed-in, allowing only the " -#~ "passed-in bones to be simulated." -#~ msgstr "" -#~ "告诉骨架中的 [PhysicalBone3D] 节点开始模拟物理世界并做出反应。\n" -#~ "另外,可以传入骨骼名称列表,只允许模拟传入的骨骼。" - -#~ msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." -#~ msgstr "告诉骨架中的 [PhysicalBone3D] 节点停止模拟。" - -#~ msgid "Binds the given Skin to the Skeleton." -#~ msgstr "将给定的皮肤绑定到骨架。" - -#~ msgid "" -#~ "Sets the custom pose transform, [code]custom_pose[/code], for the bone at " -#~ "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "为 [code]bone_idx[/code] 处的骨骼设置自定义姿势变换 [code]custom_pose[/" -#~ "code]。这个姿势是骨骼休息姿势的补充。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Disables the rest pose for the bone at [code]bone_idx[/code] if " -#~ "[code]true[/code], enables the bone rest if [code]false[/code]." -#~ msgstr "" -#~ "如果 [code]true[/code],则禁用 [code]bone_idx[/code] 处骨骼的静止姿势,如" -#~ "果 [code]false[/code],则启用骨骼静止。" - -#~ msgid "" -#~ "Sets the global pose transform, [code]pose[/code], for the bone at " -#~ "[code]bone_idx[/code].\n" -#~ "[code]amount[/code] is the interpolation strength that will be used when " -#~ "applying the pose, and [code]persistent[/code] determines if the applied " -#~ "pose will remain.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "为 [code]bone_idx[/code] 处的骨骼设置全局姿势变换 [code]pose[/code]。\n" -#~ "[code]amount[/code] 是应用姿势时将使用的插值强度,[code]persistent[/code] " -#~ "决定是否保留应用的姿势。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Sets the pose transform for bone [code]bone_idx[/code].\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "设置骨骼[code]bone_idx[/code]的姿势变换。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Unparents the bone at [code]bone_idx[/code] and sets its rest position to " -#~ "that of it's parent prior to being reset." -#~ msgstr "" -#~ "取消在 [code]bone_idx[/code] 处骨骼的父级,并在重置之前将其静止位置设置为" -#~ "其父级的位置。" - -#~ msgid "" -#~ "Takes the given world transform, relative to the [Skeleton3D], and " -#~ "converts it to a bone pose/transform.\n" -#~ "This is useful for using setting bone poses using transforms from " -#~ "[Node3D]-based nodes." -#~ msgstr "" -#~ "获取相对于 [Skeleton3D] 的给定世界变换,并将其转换为骨骼姿势/变换。\n" -#~ "这对于使用来自基于 [Node3D] 的节点的变换来设置骨骼姿势很有用。" - -#~ msgid "Background that uses a [Material] to draw a sky." -#~ msgstr "使用[Material]绘制天空的背景。" - -#~ msgid "" -#~ "The [Sky] class uses a [Material] to draw the background and update the " -#~ "reflection/radiance cubemaps." -#~ msgstr "[Sky] 类使用 [Material] 来绘制背景并更新反射/辐照立方体贴图。" - -#~ msgid "" -#~ "Sets the method for generating the radiance map from the sky. The " -#~ "radiance map is a cubemap with increasingly blurry versions of the sky " -#~ "corresponding to different levels of roughness. Radiance maps can be " -#~ "expensive to calculate. See [enum ProcessMode] for options." -#~ msgstr "" -#~ "设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,随着不同粗糙度" -#~ "的增加,天空越来越模糊。辐照度贴图的计算成本可能很高。有关选项,请参阅 " -#~ "[enum ProcessMode]。" - -#~ msgid "" -#~ "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " -#~ "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a " -#~ "[ShaderMaterial] if you want to use your own custom shader." -#~ msgstr "" -#~ "用来绘制背景的[Material]。可以是[PanoramaSkyMaterial]、" -#~ "[ProceduralSkyMaterial]、[PhysicalSkyMaterial],或者如果你想使用自己的自定" -#~ "义着色器,甚至可以是[ShaderMaterial],。" - -#~ msgid "Radiance texture size is 1024×1024 pixels." -#~ msgstr "辐照度纹理大小为 1024×1024 像素。" - -#~ msgid "Radiance texture size is 2048×2048 pixels." -#~ msgstr "辐照度纹理尺寸为2048×2048像素。" - -#~ msgid "" -#~ "Automatically selects the appropriate process mode based on your sky " -#~ "shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], " -#~ "this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any " -#~ "of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses " -#~ "[constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to " -#~ "[constant PROCESS_MODE_QUALITY]." -#~ msgstr "" -#~ "根据你的天空着色器自动选择合适的处理模式。如果你的着色器使用[code]TIME[/" -#~ "code]或[code]POSITION[/code],这将使用[constant PROCESS_MODE_REALTIME]。如" -#~ "果你的着色器使用了任何[code]LIGHT_*[/code]变量或任何自定义的uniform,这将" -#~ "使用[constant PROCESS_MODE_INCREMENTAL]。否则,默认为[constant " -#~ "PROCESS_MODE_QUALITY]。" - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant " -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "使用高质量的重要性采样来处理辐照度图。一般来说,这会产生比 [constant " -#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在" -#~ "运行时更改天空,则不应使用此选项。如果您发现反射不够模糊并且显示出闪光,请" -#~ "尝试增加 [member ProjectSettings.rendering/quality/reflections/" -#~ "ggx_samples]。" - -#~ msgid "" -#~ "Uses the same high quality importance sampling to process the radiance " -#~ "map as [constant PROCESS_MODE_QUALITY], but updates over several frames. " -#~ "The number of frames is determined by [member ProjectSettings.rendering/" -#~ "quality/reflections/roughness_layers]. Use this when you need highest " -#~ "quality radiance maps, but have a sky that updates slowly." -#~ msgstr "" -#~ "使用与 [constant PROCESS_MODE_QUALITY] 相同的高质量重要性采样来处理辐射" -#~ "图,但会在几帧内更新。帧数由[member ProjectSettings.rendering/quality/" -#~ "reflections/roughness_layers]决定。当您需要最高质量的辐射贴图,但天空更新" -#~ "缓慢时,请使用此选项。" - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times. If you " -#~ "need better quality, but still need to update the sky every frame, " -#~ "consider turning on [member ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality].\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "使用快速过滤算法处理辐照度图。一般来说,这会导致质量较低,但运行时间明显加" -#~ "快。如果您需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member " -#~ "ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality]。\n" -#~ "[b]注意:[/b]快速过滤算法限制为256x256立方体贴图,所以[member " -#~ "radiance_size]必须设置为[constant RADIANCE_SIZE_256]。" - -#~ msgid "The physics layers this SoftBody3D scans for collisions." -#~ msgstr "此 SoftBody3D 扫描碰撞的物理层。" - -#~ msgid "" -#~ "A Spotlight is a type of [Light3D] node that emits lights in a specific " -#~ "direction, in the shape of a cone. The light is attenuated through the " -#~ "distance. This attenuation can be configured by changing the energy, " -#~ "radius and attenuation parameters of [Light3D]." -#~ msgstr "" -#~ "聚光灯是一种 [Light3D] 节点,它在特定方向上以圆锥形状发射光。光线在远处衰" -#~ "减。这种衰减可以通过改变 [Light3D] 的能量、半径和衰减参数来配置。" - -#~ msgid "The layers against which the collision check shall be done." -#~ msgstr "将对其进行碰撞检查的层。" - -#~ msgid "Strength of the specular light effect of this [Sprite2D]." -#~ msgstr "此 [Sprite2D] 的镜面光效果强度。" - -#~ msgid "The specular map is used for more control on the shininess effect." -#~ msgstr "用于对光泽效果进行更多控制的镜面反射贴图。" - -#~ msgid "" -#~ "A node that displays a 2D texture in a 3D environment. The texture " -#~ "displayed can be a region from a larger atlas texture, or a frame from a " -#~ "sprite sheet animation.\n" -#~ "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/" -#~ "issues/20855]known performance issues[/url] when using [Sprite3D]. " -#~ "Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. " -#~ "You can still have billboarding by enabling billboard properties in the " -#~ "QuadMesh's [StandardMaterial3D]." -#~ msgstr "" -#~ "在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也" -#~ "可以是来自精灵表动画的帧。\n" -#~ "[b]注意:[/b]使用[Sprite3D]时存在[url=https://github.com/godotengine/" -#~ "godot/issues/20855]已知性能问题[/url]。考虑使用带有 [QuadMesh] 的 " -#~ "[MeshInstance3D] 作为网格。您仍然可以通过在 QuadMesh 的 " -#~ "[StandardMaterial3D] 中启用告示牌属性来显示告示牌。" - -#~ msgid "" -#~ "Sprite frame library for [AnimatedSprite2D]. Contains frames and " -#~ "animation data for playback." -#~ msgstr "[AnimatedSprite2D] 的精灵帧库。包含用于播放的帧和动画数据。" - -#~ msgid "If [code]true[/code], the given animation will loop." -#~ msgstr "如果 [code]true[/code],给定的动画将循环播放。" - -#~ msgid "" -#~ "Disables Nagle's algorithm to improve latency for small packets.\n" -#~ "[b]Note:[/b] For applications that send large packets or need to transfer " -#~ "a lot of data, this can decrease the total available bandwidth." -#~ msgstr "" -#~ "禁用Nagle算法,以改善小数据包的延时。\n" -#~ "[b]注意:[/b] 对于发送大数据包或需要传输大量数据的应用,这可能会减少总的可" -#~ "用带宽。" - -#~ msgid "Constructs a new String from the given [Vector2i]." -#~ msgstr "从给定的[Vector2i]构造一个新的字符串。" - -#~ msgid "Constructs a new String from the given [Rect2i]." -#~ msgstr "从给定的 [Rect2i] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Vector3i]." -#~ msgstr "从给定的 [Vector3i] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [StringName]." -#~ msgstr "从给定的 [StringName] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Callable]." -#~ msgstr "从给定的 [Callable] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Signal]." -#~ msgstr "从给定的 [Signal] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedInt32Array]." -#~ msgstr "从给定的 [PackedInt32Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedInt64Array]." -#~ msgstr "从给定的 [PackedInt64Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedFloat32Array]." -#~ msgstr "从给定的 [PackedFloat32Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedFloat64Array]." -#~ msgstr "从给定的 [PackedFloat64Array] 构造一个新字符串。" - -#~ msgid "" -#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/" -#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if " -#~ "equal." -#~ msgstr "" -#~ "对另一个字符串执行区分大小写的比较。如果小于则返回 [code]-1[/code],如果大" -#~ "于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。" - -#~ msgid "" -#~ "Returns the index of the [b]first[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the end of the " -#~ "string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]first[/b] 出现的索引(不区分大小写),或 " -#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的结尾。" - -#~ msgid "If the string is a valid file path, returns the extension." -#~ msgstr "字符串为有效文件路径时,返回扩展名。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this string contains a valid IP address." -#~ msgstr "该字符串包含有效 IP 地址时,返回 [code]true[/code]。" - -#~ msgid "" -#~ "Return a [String] which is the concatenation of the [code]parts[/code]. " -#~ "The separator between elements is the string providing this method.\n" -#~ "Example:\n" -#~ "[codeblock]\n" -#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回一个 [String],它是 [code] parts [/code] 的串联。调用此方法的字符串是" -#~ "元素之间的分隔符。\n" -#~ "例子:\n" -#~ "[codeblock]\n" -#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" -#~ "[/codeblock]" - -#~ msgid "Returns a copy of the string with characters removed from the left." -#~ msgstr "返回从左边删除字符的字符串的副本。" - -#~ msgid "" -#~ "Performs a case-insensitive comparison to another string. Returns " -#~ "[code]-1[/code] if less than, [code]+1[/code] if greater than, or " -#~ "[code]0[/code] if equal." -#~ msgstr "" -#~ "对另一个字符串执行不区分大小写的比较。如果小于,则返回 [code]-1[/code],如" -#~ "果大于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。" - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-sensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(区分大小写),或 [code]-1[/" -#~ "code]。可以指定起始搜索索引,一直到字符串的开头。" - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(不区分大小写),或 " -#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的开头。" - -#~ msgid "Returns a copy of the string with characters removed from the right." -#~ msgstr "从右侧删除字符,返回字符串的副本。" - -#~ msgid "An optimized string type for unique names." -#~ msgstr "用于唯一名称的优化字符串类型。" - -#~ msgid "" -#~ "[StringName]s are immutable strings designed for general-purpose " -#~ "represention of unique names. [StringName] ensures that only one instance " -#~ "of a given name exists (so two [StringName]s with the same value are the " -#~ "same object). Comparing them is much faster than with regular [String]s, " -#~ "because only the pointers are compared, not the whole strings." -#~ msgstr "" -#~ "[StringName] 是不可变的字符串,设计用于唯一名称的通用表示。 [StringName] " -#~ "确保给定名称仅存在一个实例(因此具有相同值的两个 [StringName] 是同一个对" -#~ "象)。比较它们比使用常规 [String] 快得多,因为只比较指针,而不是整个字符" -#~ "串。" - -#~ msgid "Creates a new [StringName] from the given [String]." -#~ msgstr "从给定的 [String] 创建一个新的 [StringName]。" - -#~ msgid "The width and height of the sub-viewport." -#~ msgstr "子视口的宽度和高度。" - -#~ msgid "" -#~ "The 2D size override of the sub-viewport. If either the width or height " -#~ "is [code]0[/code], the override is disabled." -#~ msgstr "" -#~ "子视口的2D尺寸覆盖。如果宽度或高度为[code]0[/code],则该覆盖被禁用。" - -#~ msgid "Update the render target only when the its parent is visible." -#~ msgstr "仅当其父级可见时才更新渲染目标。" - -#~ msgid "Specifies a [Color] for the next vertex to use." -#~ msgstr "为下一个要使用的顶点指定 [Color]。" - -#~ msgid "Specifies a normal for the next vertex to use." -#~ msgstr "指定下一个要使用的顶点的法线。" - -#~ msgid "Specifies a tangent for the next vertex to use." -#~ msgstr "指定下一个顶点使用的切线。" - -#~ msgid "Specifies a set of UV coordinates to use for the next vertex." -#~ msgstr "指定一组用于下一个顶点的 UV 坐标。" - -#~ msgid "" -#~ "Specifies an optional second set of UV coordinates to use for the next " -#~ "vertex." -#~ msgstr "指定用于下一个顶点的可选的第二组 UV 坐标。" - -#~ msgid "" -#~ "Specifies weight values for next vertex to use. [code]weights[/code] must " -#~ "contain 4 values." -#~ msgstr "" -#~ "指定要使用的下一个顶点的权重值。 [code]weights[/code] 必须包含 4 个值。" - -#~ msgid "" -#~ "Generates normals from vertices so you do not have to do it manually. If " -#~ "[code]flip[/code] is [code]true[/code], the resulting normals will be " -#~ "inverted.\n" -#~ "Requires the primitive type to be set to [constant Mesh." -#~ "PRIMITIVE_TRIANGLES]." -#~ msgstr "" -#~ "从顶点生成法线,这样你就不必手动操作了。如果[code]flip[/code]是" -#~ "[code]true[/code],生成的法线会被反转。\n" -#~ "需要将基元类型设置为[constant Mesh.PRIMITIVE_TRIANGLES]。" - -#~ msgid "" -#~ "Sets the active tab's [code]visible[/code] property to the value " -#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n" -#~ "Ignores non-[Control] children.\n" -#~ "Individual tabs are always visible unless you use [method " -#~ "set_tab_disabled] and [method set_tab_title] to hide it.\n" -#~ "To hide only a tab's content, nest the content inside a child [Control], " -#~ "so it receives the [TabContainer]'s visibility setting instead." -#~ msgstr "" -#~ "将活动选项卡的 [code]visible[/code] 属性设置为值 [code]true[/code]。将所有" -#~ "其他子项的设置为 [code]false[/code]。\n" -#~ "忽略非 [Control] 子项。\n" -#~ "除非您使用 [method set_tab_disabled] 和 [method set_tab_title] 将其隐藏," -#~ "否则单个选项卡始终可见。\n" -#~ "要仅隐藏选项卡的内容,请将内容嵌套在子 [Control] 中,以便它接收 " -#~ "[TabContainer] 的可见性设置。" - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain, unless also removed with [method " -#~ "set_tab_title]." -#~ msgstr "" -#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/" -#~ "code] 处的选项卡。\n" -#~ "[b]注意:[/b] 其标题文本将保留,除非也用 [method set_tab_title] 删除。" - -#~ msgid "Space between tab's name and its icon." -#~ msgstr "选项卡名称与其图标之间的空间。" - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain unless it is also removed with " -#~ "[method set_tab_title]." -#~ msgstr "" -#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/" -#~ "code] 处的选项卡。\n" -#~ "[b]注意:[/b]它的标题文本将保留,除非它也被[method set_tab_title]删除。" - -#~ msgid "" -#~ "Draws the texture using a [CanvasItem] with the [RenderingServer] API." -#~ msgstr "使用 [RenderingServer] API 的 [CanvasItem] 绘制纹理。" - -#~ msgid "" -#~ "Draws a part of the texture using a [CanvasItem] with the " -#~ "[RenderingServer] API." -#~ msgstr "使用[RenderingServer]API的[CanvasItem]来绘制纹理的一部分。" - -#~ msgid "The theme's default font." -#~ msgstr "该主题的默认字体。" - -#~ msgid "" -#~ "Joins the [Thread] and waits for it to finish. Returns what the method " -#~ "called returned." -#~ msgstr "加入[Thread]线程并等待其完成。返回被调用方法的返回值。" - -#~ msgid "" -#~ "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a " -#~ "list of tiles (textures plus optional collision, navigation, and/or " -#~ "occluder shapes) which are used to create grid-based maps." -#~ msgstr "" -#~ "二维图块地图的节点。图块地图使用[TileSet]图块集,其中包含图块列表(纹理添" -#~ "加可选的碰撞、导航或遮挡器形状),用来创建基于网格的地图。" - -#~ msgid "" -#~ "Returns the global position corresponding to the given tilemap (grid-" -#~ "based) coordinates.\n" -#~ "Optionally, the tilemap's half offset can be ignored." -#~ msgstr "" -#~ "返回与指定的基于网格的图块地图位置相对应的全局坐标。\n" -#~ "可以选择忽略图块地图的半偏移。" - -#~ msgid "" -#~ "Returns the tilemap (grid-based) coordinates corresponding to the given " -#~ "local position." -#~ msgstr "返回与指定的本地坐标相对应的,基于网格的图块地图的坐标。" - -#~ msgid "The collision layer(s) for all colliders in the TileMap." -#~ msgstr "图块地图中所有碰撞器的碰撞层。" - -#~ msgid "The collision mask(s) for all colliders in the TileMap." -#~ msgstr "图块地图中所有碰撞器的碰撞遮罩。" - -#~ msgid "" -#~ "Button for touch screen devices. You can set it to be visible on all " -#~ "screens, or only on touch devices." -#~ msgstr "" -#~ "触摸屏设备的按钮。你可以把它设置为在所有屏幕上可见,或只在触摸设备上可见。" - -#~ msgid "Returns the current locale of the game." -#~ msgstr "返回游戏的当前地域。" - -#~ msgid "Sets the locale of the game." -#~ msgstr "设置游戏的地域。" - -#~ msgid "" -#~ "Returns the column for the currently edited item. This is only available " -#~ "for custom cell mode." -#~ msgstr "返回当前编辑的项目的列。这仅适用于自定义单元格模式。" - -#~ msgid "Cell can be checked." -#~ msgstr "单元可选。" - -#~ msgid "" -#~ "Provides UPNP functionality to discover [UPNPDevice]s on the local " -#~ "network and execute commands on them, like managing port mappings (port " -#~ "forwarding) and querying the local and remote network IP address. Note " -#~ "that methods on this class are synchronous and block the calling thread.\n" -#~ "To forward a specific port:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "To close a specific port (e.g. after you have finished using it):\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "提供UPNP功能来发现本地网络上的[UPNPDevice],并对它们执行命令,如管理端口映" -#~ "射(端口转发)和查询本地和远程网络IP地址。注意,这个类的方法是同步的,会阻" -#~ "塞调用线程。\n" -#~ "要转发一个特定的端口:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "要关闭一个特定的端口,例如,在你使用完它之后:\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" - -#~ msgid "Vector used for 2D math using floating point coordinates." -#~ msgstr "用于使用浮点坐标的二维数学的向量。" - -#~ msgid "Constructs a new [Vector2] from [Vector2i]." -#~ msgstr "从[Vector2i]构造一个新的[Vector2]。" - -#~ msgid "" -#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/" -#~ "code] vector, in radians.\n" -#~ "Equivalent to the result of [method @GDScript.atan2] when called with the " -#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/" -#~ "code]." -#~ msgstr "" -#~ "返回此向量相对于X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n" -#~ "相当于以向量的[member y]和[member x]为参数调用[method @GDScript.atan2]时的" -#~ "结果:[code]atan2(y, x)[/code]。" - -#~ msgid "Returns the angle to the given vector, in radians." -#~ msgstr "返回与给定向量的角度,单位为弧度。" - -#~ msgid "" -#~ "Returns the angle between the line connecting the two points and the X " -#~ "axis, in radians." -#~ msgstr "返回连接两点的直线与X轴的角度,单位为弧度。" - -#~ msgid "" -#~ "2-element structure that can be used to represent positions in 2D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector2] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. " -#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "2元素结构,可用于表示二维空间中的位置或一对数字值。\n" -#~ "它使用整数坐标,因此当需要精确的精度时,它比[Vector2]更好。\n" -#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector2i等于[code]Vector2i(0, 0)[/" -#~ "code],它将计算为[code]false[/code]。否则,一个Vector2i总是计算为" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/" -#~ "code]." -#~ msgstr "从给定的[code]x[/code]和[code]y[/code]构建一个新的[Vector2i]。" - -#~ msgid "" -#~ "Constructs a new [Vector2i] from [Vector2]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "从[Vector2]构造一个新的[Vector2i]。浮点坐标将被截断。" - -#~ msgid "Returns the ratio of [member x] to [member y]." -#~ msgstr "返回[member x]与[member y]的比例。" - -#~ msgid "" -#~ "Returns the vector with each component set to one or negative one, " -#~ "depending on the signs of the components." -#~ msgstr "返回每个分量设置为1或负1的向量,这取决于分量的符号。" - -#~ msgid "Vector used for 3D math using floating point coordinates." -#~ msgstr "用于使用浮点坐标的3D数学的向量。" - -#~ msgid "Constructs a new [Vector3] from [Vector3i]." -#~ msgstr "从[Vector3i]构造一个新的[Vector3]。" - -#~ msgid "" -#~ "3-element structure that can be used to represent positions in 3D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector3] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. " -#~ "Otherwise, a Vector3i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "3元素结构,可用于表示三维空间中的坐标或一对数字值。\n" -#~ "使用整数坐标,因此当需要精确的精度时,它比[Vector3]更好。\n" -#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector3i等于[code]Vector3i(0, 0, 0)" -#~ "[/code],它将计算为[code]false[/code]。否则,一个Vector3i将总是计算为" -#~ "[code]true[/code]。" - -#~ msgid "Returns a [Vector3i] with the given components." -#~ msgstr "返回具有给定分量的[Vector3i]。" - -#~ msgid "" -#~ "Constructs a new [Vector3i] from [Vector3]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "从[Vector3]构造新的[Vector3i]。浮点坐标将被截断。" - -#~ msgid "Enumerated value for the Z axis." -#~ msgstr "Z轴的枚举值。" - -#~ msgid "The current position of the stream, in seconds." -#~ msgstr "流的当前位置,以秒为单位。" - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg " -#~ "Theora[/url] video format with [code].ogv[/code] extension." -#~ msgstr "" -#~ "[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格" -#~ "式,扩展名为[code].ogv[/code]。" - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.webmproject." -#~ "org/]WebM[/url] video format with [code].webm[/code] extension." -#~ msgstr "" -#~ "[VideoStream]资源处理[url=https://www.webmproject.org/]WebM[/url]视频格" -#~ "式,扩展名为[code].webm[/code]。" - -#~ msgid "" -#~ "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureFilter] for options." -#~ msgstr "" -#~ "设置此视窗的[CanvasItem]所使用的默认过滤模式。选项参阅[enum " -#~ "DefaultCanvasItemTextureFilter]。" - -#~ msgid "" -#~ "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureRepeat] for options." -#~ msgstr "" -#~ "设置此视窗中的[CanvasItem]所使用的默认重复模式。选项参阅[enum " -#~ "DefaultCanvasItemTextureRepeat]。" - -#~ msgid "" -#~ "Sets the screen-space antialiasing method used. Screen-space antialiasing " -#~ "works by selectively blurring edges in a post-process shader. It differs " -#~ "from MSAA which takes multiple coverage samples while rendering objects. " -#~ "Screen-space AA methods are typically faster than MSAA and will smooth " -#~ "out specular aliasing, but tend to make scenes appear blurry." -#~ msgstr "" -#~ "设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的作用是在后处理着色器中选择性" -#~ "地模糊边缘。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样本。屏幕空间抗锯齿" -#~ "方法通常比MSAA更快,并且会消除镜面反射锯齿,但是容易使场景显得模糊。" - -#~ msgid "Represents the size of the [enum MSAA] enum." -#~ msgstr "表示 [enum MSAA] 枚举的大小。" - -#~ msgid "Do not perform any antialiasing in the full screen post-process." -#~ msgstr "在全屏后期处理中不要进行任何抗锯齿处理。" - -#~ msgid "Represents the size of the [enum ScreenSpaceAA] enum." -#~ msgstr "表示[enum ScreenSpaceAA]枚举的大小。" - -#~ msgid "" -#~ "Draws the screen-space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "绘制屏幕空间的环境遮挡纹理而不是场景,这样你就可以清楚地看到它是如何影响物" -#~ "体的。为了使这种显示模式发挥作用,你必须在[WorldEnvironment]中设置[member " -#~ "Environment.ssao_enabled]。" - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order, they will " -#~ "be colored red, green, blue, and yellow." -#~ msgstr "" -#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看" -#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。" - -#~ msgid "" -#~ "Draws the decal atlas used by [Decal]s and light projector textures in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "在[Viewport]的左上角绘制[Decal]和灯光投影器纹理所使用的贴花图集。" - -#~ msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." -#~ msgstr "[enum DefaultCanvasItemTextureFilter]枚举的最大值。" - -#~ msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." -#~ msgstr "[enum DefaultCanvasItemTextureRepeat]枚举的最大值。" - -#~ msgid "If [code]true[/code], [RigidBody3D] nodes will be paused." -#~ msgstr "如果[code]true[/code],[RigidBody3D]节点将被暂停。" - -#~ msgid "This enabler will freeze [RigidBody3D] nodes." -#~ msgstr "此启用程序将冻结[RigidBody3D]节点。" - -#~ msgid "Emitted when the VisibilityNotifier3D enters the screen." -#~ msgstr "当VisibilityNotifier3D进入屏幕时触发。" - -#~ msgid "Emitted when the VisibilityNotifier3D exits the screen." -#~ msgstr "当VisibilityNotifier3D退出屏幕时触发。" - -#~ msgid "Return the specified output's name." -#~ msgstr "返回指定输出的名称。" - -#~ msgid "" -#~ "Return the specified output's type. See the [enum Variant.Type] values." -#~ msgstr "返回指定输出的类型。参阅[enum Variant.Type]值。" - -#~ msgid "Integer scalar. Translated to [code]int[/code] type in shader code." -#~ msgstr "整数标量。在着色器代码中转换为 [code]int[/code] 类型。" - -#~ msgid "A default value to be assigned within the shader." -#~ msgstr "在着色器中分配的默认值。" - -#~ msgid "Enables usage of the [member default_value]." -#~ msgstr "启用[member default_value]的使用。" - -#~ msgid "An integer scalar." -#~ msgstr "整数标量。" - -#~ msgid "" -#~ "Override this method to enable high-end mark in the Visual Shader " -#~ "Editor's members dialog.\n" -#~ "Defining this method is [b]optional[/b]. If not overridden, it's false." -#~ msgstr "" -#~ "重写此方法以在可视化着色器编辑器的成员对话框中启用\"高端\"标记。\n" -#~ "定义这个方法是[b]可选的[/b]。如果没有被重写,它就是false。" - -#~ msgid "" -#~ "A scalar floating-point constant to be used within the visual shader " -#~ "graph." -#~ msgstr "标量的浮点常量,用于可视化着色器图中。" - -#~ msgid "Translated to [code]float[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]float[/code]。" - -#~ msgid "A floating-point constant which represents a state of this node." -#~ msgstr "浮点常量,表示这个节点的状态。" - -#~ msgid "" -#~ "A scalar floating-point function to be used within the visual shader " -#~ "graph." -#~ msgstr "标量浮点函数,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Accept a floating-point scalar ([code]x[/code]) to the input port and " -#~ "transform it according to [member function]." -#~ msgstr "" -#~ "接受一个浮点标量([code]x[/code])到输入端口,并根据 [member function]进行" -#~ "变换。" - -#~ msgid "" -#~ "A function to be applied to the scalar. See [enum Function] for options." -#~ msgstr "应用于标量的函数。参阅[enum Function]的选项。" - -#~ msgid "" -#~ "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "返回参数的正弦值。在Godot着色器语言中转换为[code]sin(x)[/code]。" - -#~ msgid "" -#~ "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "返回参数的余弦值。在Godot着色器语言中转换为[code]cos(x)[/code]。" - -#~ msgid "" -#~ "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "返回参数的正切值。在Godot着色器语言中翻译为[code]tan(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "返回参数的反正弦。在Godot着色器语言中转换为[code]asin(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反余弦值。在 Godot 着色器语言中转换为 [code]acos(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的正切值。在Godot着色器语言中转换为[code]atan(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的双曲正弦值。在Godot着色器语言中转换为[code]sinh(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic cosine of the parameter. Translates to " -#~ "[code]cosh(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的双曲余弦。在Godot着色器语言中转换为[code]cosh(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic tangent of the parameter. Translates to " -#~ "[code]tanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的双曲正切值。在Godot着色器语言中转换为[code]tanh(x)[/code]。" - -#~ msgid "" -#~ "Returns the natural logarithm of the parameter. Translates to [code]log(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "返回参数的自然对数。在Godot着色器语言中转换为[code]log(x)[/code]。" - -#~ msgid "" -#~ "Returns the natural exponentiation of the parameter. Translates to " -#~ "[code]exp(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的自然指数。在Godot着色器语言中转换为[code]exp(x)[/code]。" - -#~ msgid "" -#~ "Returns the square root of the parameter. Translates to [code]sqrt(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的平方根。在Godot着色器语言中转换为[code]sqrt(x)[/code]。" - -#~ msgid "" -#~ "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的绝对值。在Godot着色器语言中转换为[code]abs(x)[/code]。" - -#~ msgid "" -#~ "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "提取参数的符号。在Godot着色器语言中转换为[code]sign(x)[/code]。" - -#~ msgid "" -#~ "Finds the nearest integer less than or equal to the parameter. Translates " -#~ "to [code]floor(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "找出小于或等于参数最近的整数。在Godot着色器语言中转换为[code]floor(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "找到与参数最接近的整数。在Godot着色器语言中转换成[code]round(x)[/code]。" - -#~ msgid "" -#~ "Finds the nearest integer that is greater than or equal to the parameter. " -#~ "Translates to [code]ceil(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "找出大于或等于参数最近的整数。在Godot着色器语言中转换为[code]ceil(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Computes the fractional part of the argument. Translates to [code]fract(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "计算参数的小数部分。在Godot着色器语言中转换为[code]fract(x)[/code]。" - -#~ msgid "" -#~ "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " -#~ "[code]min(max(x, 0.0), 1.0)[/code]." -#~ msgstr "" -#~ "使用[code]min(max(x, 0.0), 1.0)[/code]限制[code]0.0[/code]和[code]1.0[/" -#~ "code]之间的值。" - -#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]." -#~ msgstr "用[code]-(x)[/code]来否定[code]x[/code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -#~ "[code]acosh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反双曲余弦。在 Godot 着色器语言中转换为 [code]acosh(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-sine of the parameter. Translates to " -#~ "[code]asinh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反双曲正弦值。在 Godot 着色器语言中转换为 [code]asinh(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -#~ "[code]atanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的弧双曲正切值。在 Godot 着色器语言中转换为 [code]atanh(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "将以弧度为单位的量转换为度。在 Godot 着色器语言中转换为 [code]degrees(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns 2 raised by the power of the parameter. Translates to " -#~ "[code]exp2(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的2次幂。在 Godot 着色器语言中转换为 [code]exp2(x)[/code]。" - -#~ msgid "" -#~ "Returns the inverse of the square root of the parameter. Translates to " -#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数平方根的倒数。在 Godot 着色器语言中转换为 [code]inversesqrt(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数以 2 为底的对数。在 Godot 着色器语言中转换为 [code]log2(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "将度数转换为弧度。在 Godot 着色器语言中转换为 [code]radians(x)[/code]。" - -#~ msgid "" -#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" -#~ "code])." -#~ msgstr "找到1除以[code]x[/code]的倒数,即[code]1/x[/code]。" - -#~ msgid "" -#~ "Finds the nearest even integer to the parameter. Translates to " -#~ "[code]roundEven(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "查找最接近参数的偶数整数。在 Godot 着色器语言中转换为 [code]roundEven(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns a value equal to the nearest integer to [code]x[/code] whose " -#~ "absolute value is not larger than the absolute value of [code]x[/code]. " -#~ "Translates to [code]trunc(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回与 [code]x[/code] 最接近的整数的值,其绝对值不大于 [code]x[/code] 的绝" -#~ "对值。在 Godot 着色器语言中转换为 [code]trunc(x)[/code]。" - -#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." -#~ msgstr "从 1 中减去标量 [code]x[/code],即 [code]1 - x[/code]。" - -#~ msgid "" -#~ "A floating-point scalar operator to be used within the visual shader " -#~ "graph." -#~ msgstr "在可视化着色器图中使用的浮点标量运算符。" - -#~ msgid "" -#~ "Applies [member operator] to two floating-point inputs: [code]a[/code] " -#~ "and [code]b[/code]." -#~ msgstr "" -#~ "将 [member operator] 应用于两个浮点输入。[code]a[/code]和[code]b[/code]。" - -#~ msgid "Sums two numbers using [code]a + b[/code]." -#~ msgstr "用[code]a+b[/code]对两个数字求和。" - -#~ msgid "Subtracts two numbers using [code]a - b[/code]." -#~ msgstr "用[code]a-b[/code]两个数字相减。" - -#~ msgid "Multiplies two numbers using [code]a * b[/code]." -#~ msgstr "使用[code]a * b[/code]将两个数字相乘。" - -#~ msgid "Divides two numbers using [code]a / b[/code]." -#~ msgstr "用[code]a/b[/code]对两个数字相除。" - -#~ msgid "" -#~ "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "计算两个数的余数。在 Godot 着色器语言中转换为 [code]mod(a, b)[/code]。" - -#~ msgid "" -#~ "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -#~ "[code]pow(a, b)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "将 [code]a[/code] 提高到 [code]b[/code] 的幂。在 Godot 着色器语言中转换为 " -#~ "[code]pow(a, b)[/code]。" - -#~ msgid "" -#~ "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较大者。在 Godot 着色器语言中转换为 [code]max(a, b)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较小者。在 Godot 着色器语言中转换为 [code]min(a, b)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反正切。在 Godot 着色器语言中转换为 [code]atan(a, b)[/code]。" - -#~ msgid "" -#~ "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]" -#~ "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] " -#~ "and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot " -#~ "Shader Language." -#~ msgstr "" -#~ "通过比较 [code]b[/code](x) 和 [code]a[/code](edge) 生成阶梯函数。如果 " -#~ "[code]x[/code] 小于 [code]edge[/code],则返回 0.0,否则返回 1.0。在 Godot " -#~ "着色器语言中转换为 [code]step(a, b)[/code]。" - -#~ msgid "A scalar float uniform to be used within the visual shader graph." -#~ msgstr "在可视着色器图中使用的标量浮点uniform。" - -#~ msgid "Translated to [code]uniform float[/code] in the shader language." -#~ msgstr "在着色器语言中转换为 [code]uniform float[/code]。" - -#~ msgid "" -#~ "A hint applied to the uniform, which controls the values it can take when " -#~ "set through the inspector." -#~ msgstr "应用于uniform的提示,控制它在通过检查器设置时可以采取的数值。" - -#~ msgid "" -#~ "Minimum value for range hints. Used if [member hint] is set to [constant " -#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "范围提示的最小值。如果 [member hint] 被设置为[constant HINT_RANGE]或" -#~ "[constant HINT_RANGE_STEP]时使用。" - -#~ msgid "" -#~ "Maximum value for range hints. Used if [member hint] is set to [constant " -#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "范围提示的最大值。如果 [member hint] 被设置为[constant HINT_RANGE]或" -#~ "[constant HINT_RANGE_STEP]时使用。" - -#~ msgid "" -#~ "Step (increment) value for the range hint with step. Used if [member " -#~ "hint] is set to [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "带步数的范围提示的步数值(增量)。如果 [member hint] 被设置为[constant " -#~ "HINT_RANGE_STEP],则使用。" - -#~ msgid "No hint used." -#~ msgstr "未使用提示。" - -#~ msgid "" -#~ "A range hint for scalar value, which limits possible input values between " -#~ "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" -#~ "code] in shader code." -#~ msgstr "" -#~ "标量值的范围提示,它将可能的输入值限制在[member min]和[member max]之间。在" -#~ "着色器代码中被转换成[code]hint_range(min, max)[/code]。" - -#~ msgid "" -#~ "A range hint for scalar value with step, which limits possible input " -#~ "values between [member min] and [member max], with a step (increment) of " -#~ "[member step]). Translated to [code]hint_range(min, max, step)[/code] in " -#~ "shader code." -#~ msgstr "" -#~ "一个带步长的标量值范围提示,它将可能的输入值限制在[member min]和[member " -#~ "max]之间,增量步长为[member step]。在着色器代码中被转换成" -#~ "[code]hint_range(min, max, step)[/code]。" - -#~ msgid "" -#~ "Compares two floating-point numbers in order to return a required vector " -#~ "within the visual shader graph." -#~ msgstr "对两个浮点数进行比较,以便返回可视化着色器图中所需要的向量。" - -#~ msgid "" -#~ "First two ports are scalar floatin-point numbers to compare, third is " -#~ "tolerance comparison amount and last three ports represents a vectors " -#~ "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/" -#~ "code] respectively." -#~ msgstr "" -#~ "前两个端口是要比较的标量浮点数,第三个端口是公差比较量,最后三个端口分别代" -#~ "表在[code]a == b[/code],[code]a > b[/code]和[code]a < b[/code]时返回的向" -#~ "量。" - -#~ msgid "" -#~ "Represents the input shader parameter within the visual shader graph." -#~ msgstr "代表可视化着色器图中的输入着色器参数。" - -#~ msgid "" -#~ "Returns a translated name of the current constant in the Godot Shader " -#~ "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to " -#~ "[code]\"albedo\"[/code]." -#~ msgstr "" -#~ "如果[member input_name]等于[code]\"albedo\"[/code],则返回当前常量在Godot " -#~ "着色器语言中的转换名称,例如:[code]\"ALBEDO\"[/code]。" - -#~ msgid "Emitted when input is changed via [member input_name]." -#~ msgstr "当通过[member input_name]更改输入时触发。" - -#~ msgid "A scalar integer constant to be used within the visual shader graph." -#~ msgstr "标量的整数常量,在可视化着色器图中使用。" - -#~ msgid "Translated to [code]int[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]int[/code]。" - -#~ msgid "An integer constant which represents a state of this node." -#~ msgstr "表示该节点状态的整数常量。" - -#~ msgid "A scalar integer function to be used within the visual shader graph." -#~ msgstr "标量整数函数,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Accept an integer scalar ([code]x[/code]) to the input port and transform " -#~ "it according to [member function]." -#~ msgstr "" -#~ "接受一个整数标量([code]x[/code])到输入端口,并根据 [member function]进行" -#~ "转换。" - -#~ msgid "" -#~ "Constrains a parameter between [code]min[/code] and [code]max[/code]. " -#~ "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader " -#~ "Language." -#~ msgstr "" -#~ "限制参数在[code]min[/code]和[code]max[/code]之间。在Godot着色器语言中转换" -#~ "成[code]camp(x, min, max)[/code]。" - -#~ msgid "" -#~ "An integer scalar operator to be used within the visual shader graph." -#~ msgstr "整数标量运算符,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Applies [member operator] to two integer inputs: [code]a[/code] and " -#~ "[code]b[/code]." -#~ msgstr "" -#~ "将 [member operator] 应用于两个整数输入: [code]a[/code]和[code]b[/code]。" - -#~ msgid "Calculates the remainder of two numbers using [code]a % b[/code]." -#~ msgstr "用[code]a % b[/code]计算两个数字的剩余部分。" - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较小一个。在Godot着色器语言中转换为[code]min(a, b)[/" -#~ "code]。" - -#~ msgid "A scalar integer uniform to be used within the visual shader graph." -#~ msgstr "标量的整数uniform,在可视化着色器图中使用。" - -#~ msgid "Translated to [code]uniform int[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]uniform int[/code]。" - -#~ msgid "" -#~ "Performs a fused multiply-add operation within the visual shader graph." -#~ msgstr "在可视化着色器图中执行融合的倍增操作。" - -#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression." -#~ msgstr "使用三个操作数来计算[code](a * b + c)[/code]表达式。" - -#~ msgid "A type of operands and returned value." -#~ msgstr "操作数和返回值的类型。" - -#~ msgid "A scalar type." -#~ msgstr "标量类型。" - -#~ msgid "A vector type." -#~ msgstr "向量类型。" - -#~ msgid "" -#~ "A base node for nodes which samples 3D textures in the visual shader " -#~ "graph." -#~ msgstr "可视化着色器图中对3D纹理进行采样的节点的基础节点。" - -#~ msgid "A virtual class, use the descendants instead." -#~ msgstr "虚拟类,请用子类代替。" - -#~ msgid "An input source type." -#~ msgstr "输入源类型。" - -#~ msgid "" -#~ "Creates internal uniform and provides a way to assign it within node." -#~ msgstr "创建内部uniform,并提供一种在节点内分配的方法。" - -#~ msgid "Use the uniform texture from sampler port." -#~ msgstr "使用采样端口的uniform纹理。" - -#~ msgid "" -#~ "A 2D texture uniform array to be used within the visual shader graph." -#~ msgstr "在可视化着色器图中使用的2D纹理uniform数组。" - -#~ msgid "" -#~ "Translated to [code]uniform sampler2DArray[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]uniform sampler2DArray[/code]。" - -#~ msgid "" -#~ "A source texture array. Used if [member VisualShaderNodeSample3D.source] " -#~ "is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]." -#~ msgstr "" -#~ "源纹理数组。如果[member VisualShaderNodeSample3D.source]被设置为[member " -#~ "VisualShaderNodeSample3D.SOURCE_TEXTURE],就会使用。" - -#~ msgid "" -#~ "Vertical slider. See [Slider]. This one goes from bottom (min) to top " -#~ "(max)." -#~ msgstr "垂直滑块。参阅[Slider]。这个从底部(最小)到顶部(最大)。" - -#~ msgid "" -#~ "Direct access to the world's physics 2D space state. Used for querying " -#~ "current and potential collisions. Must only be accessed from the main " -#~ "thread within [code]_physics_process(delta)[/code]." -#~ msgstr "" -#~ "直接访问世界的物理2D空间状态。用于查询当前和潜在的碰撞。只能从" -#~ "[code]_physics_process(delta)[/code]中的主线程访问。" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index cb0ced158b..22adf21f76 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -70099,25 +70099,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" - -#, fuzzy -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "回傳參數的餘弦值。" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1.543081\n" -#~ "print(cosh(1))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" |